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thePalindrome

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A member registered Jun 17, 2014 · View creator page →

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Weird, it worked very well for me!

And I doubt there's any actual DRM in it, you could probably just run it directly and it'd be fine (but you'd lose proton, as proton is intended to only be run from steam and has a lot of very particular requirements that you're basically not going to be able to handle by itself)

Good news is that the steam build (which is the only way to run it with actual proton for technical reasons, that's just how proton works) seems to support linux decently well (in the "doesn't break proton' sense), so once the full version releases, it should be good to go!

Looks like the linux export is requiring glib 2.38, which is really quite new so isn't available on all distros (at least not in their stable ones), I don't know if you can get godot to drop it down to 2.36 (which is debian stable's version, so is safe to assume everyone has), but figured I'd leave a note here for anyone else that gives this a try! I'll just play on web for now, though, let you know how it plays later!

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Honestly rather cute, although it'd be nice if the music looped occasionally!
I'd also agree that it'd be nice to have some "manual" starts, but that's a stylistic choice, I suppose

I'd love to see the stats of things I've maxed out, rather than hiding them once I can't upgrade them, and I had a bug where the worker was just pushing the dye blob around rather than absorbing it, although eventually it got lucky and managed to absorb it!

EDIT: I'd also suggest making the workers clip through the globs, just so they don't push theirs or the others, production will randomly be far slower because one worker shoved another worker's glob way far away!

I also rather enjoyed the rooms, I figure I should mention the things I enjoyed, too, even though they don't need action!

Ahh, that's not really obvious, and seemed like having a thousand was just not worth it, would be best to add that to their tooltip, rather than just saying "Research and Development" :P

Oh, and in the first game, it seems that dolphins don't contribute to research, either directly or in the rewards from contracts, meaning they're a massive penalty to fill out >.<

Alright, I realized I was being goofy and should've checked the console. Two had backtraces that I Trimmed to their latest:

```

dream_dress couldn't be found index-dVVECTCk.js:71:19954

TypeError: XPArrayGeneratorOrArray is undefined

    getXPRequiredForLevel https://html-classic.itch.zone/html/12459164/rthd/assets/index-dVVECTCk.js:71

index-dVVECTCk.js:71:2212

TypeError: _ctx.v is not a function

    work_videogame_material https://html-classic.itch.zone/html/12459164/rthd/assets/index-dVVECTCk.js:48

index-dVVECTCk.js:71:2212

```


And yes, thanks for pointing out the "modes" button >.<
I was also having issues of events (particularly the Chance ones) having random descriptions that match another button on that page, not sure if it's related to one of the console errors or not!


There are also a couple random spelling and grammatical errors ("Socialize" at work says you hang out 'wiht' them, and the video game's popularity "wains", as opposed to "wanes" (like the moon))

It seems the latest gametype (I can't figure out how to get to the other two) has a little bit of a bug, where sometimes hanging out will act like you slept (including having a dream), and sometimes sleeping will do a random hangout, too, which makes no sense to me!

Sorry I can't provide much more help to triage it >.<

Seems pretty interesting, but I didn't think to check the time for my 2nd fledgeling, assuming it'd be 10 seconds, but it was higher so I was forced to fully restart, which is a killer for me

Maybe just removing your scavenged materials, so at least you retain your upgrades? Or maybe adding an extra icon if its cost would exceed your total capacity (or if you're feeling nice, your current amount)


Otherwise the sound design was nice, and the basic premise was pretty neat!

A fairly simple little BF system, but I very much appreciate the IDE and the puzzle progression! I question if the code pages are necessary, but I wasn't quite proficient enough to get past section 7, or even complete all the levels in sections 5 and later!

I note that itch does some bad things with web games on firefox (for many, you click "Run Game" and it opens a new window, rather than 'reusing' the old one, so I think it's just itch's bad behavior! I'd suggest maybe prodding the itch support forum, since I've had many issues with that system breaking!

Just as a heads up, the initial popup does seem to work here on firefox, might be a chromium issue (which means it effects all browsers besides firefox)

This one was pretty nasty, as it crashed TIC-80 itself, and took some major debugging as the effects were "random" based on the C linker and compiler! It was ultimately some really sloppy memory management (or rather, not bothering to check at all), and makes me concerned that doing 'safe' and 'sandboxed' things will still result in nasty undefined behavior!

But yeah, hopefully they either revert the lua version or come up with a way to switch lua versions on a per-cart metadata or something!


If you're curious, here's the issue report:

https://github.com/nesbox/TIC-80/issues/2611

Out of curiosity, how many emulator bugs have you run into with TIC-80? I tried learning it, but ended up with a nasty memory corruption bug that was dependent on the exact C linker used, that could cause a wide variety of effects, and I'm worried that the entire TIC-80 codebase is that bad (as a friend I roped in to help triage evaluated)!


It's hard to try to make or learn it when the "hardware" is so very badly bugged >.<

That sounds like it behaves badly if getAnimationFrame() takes longer than expected (which happens when you tab away, the browser's slowing down javascript that "doesn't do anything" (Think news sites and such)

Would be worth looking into your code, maybe introducing some manual delays to see which codepaths are timing sensitive!

It seems there's some issues with actions not getting locked (I was able to bust in the office door after hacking it, and I was able to keep synthesizing food after pulling the power coupler... and even after blasting off (I could even pull more water pouches, I guess I took the entire crate with me!)


I'd also say it might be worth saying earlier that death is not available for progression until later, given that you explicitly state you're inspired by a game that revolves around that :P

Similar issue, where some orange cratery thing just exists at various altitudes, changing every time. Is that something intended, or just very bugged?

It seems that you don't have the builds tagged fully, so the itch app can't handle it (You'd just have to specify the linux build is a linux build and the windows build is a windows build)

Phew, took a little while to get used to holocoding, but managed to get through all the holoputers! This was a really interesting take on the programming game genre, and while I imagine it's unlikely we'll get further levels, I still had fun playing through it!

Huzzah! I haven't been able to play this for quite a few years after the unity web player went kaput, many thanks for re-uploading it ^v^

A pretty fun and fluid take on the color-switching puzzle genre, I would like to see more levels (maybe an editor if you're feeling daring), and maybe some more interactables, but still a pretty fun little demo!

A rather fun and interesting (and thankfully not *too* spooky) game that naturally ties into your unified lore :P

I would agree that things are a bit funky with waiting around for ending 2, but yeah, still very neat and fun!

Was hoping there'd be a bit more to it, but an interesting start to things, at least! The commands are very finicky in precise formatting, but that's unfortunately common. Would love to see more, though!

Any news on when itch buyers will get steam keys? It's been a year since you said "soon", 3 months since I mentioned it, and it's now purchasable on steam!

A very interesting game, I appreciate how there are slightly more pills than required to beat the game!

Having multiple attack parts seems to not work super well, two bubble shooters means that one tends to be bounced away, but I guess there's always the next game!


I do wonder if the pill was actually for 'trash cleanup', or if it were to just cause mass-mutation in the hopes that something would evolve that would break down trash, though :thinking:

I certainly hope that you update this more after the jam ends, these kinds of games are always fun!

A pretty fun little experience, although moving items past small spaces was a bit broken due to me "bouncing" off of them, but I did eventually get the Inquisitive ending!

I'd also argue the screen was a *bit* too far zoomed in, but the map design worked well with the zoom level, so I can't complain there!

I appear to have softlocked myself shortly after being introduced to ghost, as I replaced the ghost with air-walk and I hit the save point, thus preventing me from simply dying to respawn up above!

Another, more minor issue, is that you can't tell the game to ignore your controller, or adjust the glyphs (but that's fairly minor, as most games won't let you switch the glyphs if you're using dualshock controllers)


I'm very much appreciating this though, and am eager for the end of october!

Pretty fun and cozy, but a bit buggy (gird was floating off the ground for a moment since I guess I moved too fast, and eventually the game locked up with 55% completion), but certainly a fun little game ^v^

It's a bit of a jerk move to pull the playable version from itch, especially as there are people suing valve over steam right now, but it's not like I can do anything other than raise a note of complaint that I'm now unable to play. It's also worth noting that other games have had demos available for some time while being small or even solo studios! Even if you wished to abandon it, it would have been nice to leave it up as a legacy build. I wonder if the yogscast is legally forcing you to remove the old build via contract, which I find concerningly possible!

A pretty fun little adventure game, although the movement feels a bit rough (it being 4-way instead of 8-way, and the frequent screen transitions slow things down), and the story is a bit off as the contract you get accomplishes nothing as the mayor and mr money haven't changed anything, you've just started fixing things in the short term. Either way, a rather cutesy art style, lovely music, and generally good atmosphere!

Since you've now announced it in-app, how far away will the keys be distributed? It'll be nice to put in some time that isn't on a touch screen!

The browser console errors aren't part of the game, but being reported by the godot wasm export, they're not fatal and while they'd make debugging difficult, the fact this *is* a wasm export means debugging is a bit of a lost cause to begin with!

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Once you hit e^5 metamatter, it jitters really badly and gives me a headache and leaves me more or less unable to read the amount. Otherwise, fairly fun for a short experience!

EDIT: It goes away for a bit, then comes back at e^7, it's something about the /s indicator that causes it to dramatically change length, the fix is to enforce a given width, or to left-align, or whatever, I'm sure you don't need me to give fix suggestions :P

I'd never noticed that! Nice catch, that helps a lot with power usage, thanks!

I'd sworn stalling her on cam 6 didn't work, but I just tried it and it worked, so I'm going to assume it was just the random sort of bug that I keep running into for some reason!

But yes, camstalling will keep her from being "pushed", but when combined with the fact that chica and bonnie make sound when they approach, and that foxy just needs the camera to be up, it's not a problem to camstall the entire night

You just need to have the cameras open at all and she'll go on cooldown (if this works just like fnaf 1, which seems to be the case)

And for freddy, if your camera is pointed at that last location on the right, freddy can't move, even if your cameras are down (that's called the "Camera Stall", or just "Camstall". It's an oversight of Scott when he made FNAF 1, but has been canonized and used everywhere)

To respond to your other response, if we assume everyone works exactly the same, bonnie will just randomly pick spots in her path, so you're mainly just looking to catch her on the lights (there's a sound cue when bonnie or chica reach the doors). Bonnie's a lot trickier since you can't see her on lights if the door is closed, so you'll mainly want to just check the cams to see if you spot her, unless you want to risk the timing on flicking the door open to flash her

Given that I've tried it and lost to her several times due to it not working, I'm going to guess we're cam-stalling different cams

In normal FNAF, Foxy requires the cameras be active (not neccessarily at Pirate's Cove) frequently enough to "stall" them. While Freddy can be "cam-stalled" by keeping the camera on the lower-right camera spot, even if you're not looking at it...


In this game, Freddy's "Cam Stall" doesn't work, so you'll have to just keep the right door closed until she leaves. I'm *moderately* confident that Foxy acts the same, but if you're wanting to be certain, just poke Booty Cove every so often!