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thePalindrome

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

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The splitter belts seem to have a few odd quirks to them, one time one 'locked up' and wouldn't filter after I set them, and another time it started teleporting resources a far distance to a Launcher or Catcher when I placed them, requiring I break and re-place them to 'unlink' it (or just change the routing on the belt splitter)


Pretty neat though, and I love the descriptions, although I feel the very starting intro tutorial could use a floating window that points out a blue crystal and ice node on the map, as it can be hard to spot

Ohh, interesting! At first I thought it was a "rulechange", as in it overrode the existing rule in the 'command' it was part of, but then I wasn't quite sure when I saw it in some of the hints!

Hopefully this gives you some insight into how 'w' is being perceived and what's going on with it, but I know puzzle design can be really tricky

A bit of a fun puzzle, although I'm still a bit confused on what `w` does, if anything (Given the 0007 hint, it feels like "w" might just form part of a command), but it made 0004 hard to figure out, eventually leading to me getting part of it then figuring out similar words that would fit!

You can launch any program from command line, and if you pass --verbose you'll get more information (that's a common flag)

Since you're diving in, I figured I'd get some some extra stuff!

> load_threaded_get(): No threaded load for resource path 'res://game/game.tscn' has been initiated or its result has already been collected.

Looks like either godot's insane, or you're manually loading game.tscn and not checking if you've done it!

And the leaked stuff (from a shorter test, so might only be catching a few things)

Leaked instance: AudioStreamPlaybackMP3:9223372332955862308

Leaked instance: AudioStreamMP3:9223372095004607911 - Resource path: res://audio/music/enormo.mp3

Leaked instance: SceneTreeTimer:9223372109651117734 (There's like 20 other SceneTreeTimers that got leaked)

Hint: Leaked instances typically happen when nodes are removed from the scene tree (with `remove_child()`) but not freed (with `free()` or `queue_free()`).

ERROR: 1 resources still in use at exit.

   at: clear (core/io/resource.cpp:609)

Resource still in use: res://audio/music/enormo.mp3 (AudioStreamMP3)


And then 27 StringNames,

`Orphan StringName: _get_rid (static: 0, total: 1)`

Is one example, and they all look to be sound related, so might be all related to the mp3 that leaked

Looks like it was, as I did have that auto-aim (which is what I meant by the "orbital aim", yeah).

The issue with the auto-aim is that it can't really hit the center at higher orbital speeds and the larger moons!


The ObjectDB thing, without digging into documentation, probably means that you're 'discarding' objects, but still maintaining a reference to them, so that godot's garbage collector can't remove it. Just worth going through things!

If you try a web build, keep the web console open, a lot of things will show up in it by default!


And I'm looking forward to how you change the levels about!

Orbital speed is really bad for a few levels (as it means that you move just fast enough to not kill enemies, but slow enough that they can catch you), but then becomes overpowered and can ignore enemies!

The accuracy upgrade reappears every time you change scenes (so if you die, or if you go to the next moon)
The 'main screen' always shows 5/5 moons remaining, although it does track the moons properly

You call take_damage on a whole bunch of areas that don't have that method (PlutoArea2D, CharonArea2D, MeleeRangeArea, StyxArea2D, etc), leading to *massive* logspam

There's a minor memory leak in the ObjectDB (I didn't run it with --verbose so don't have the full story there)

And I feel the game petered off after the second moon, and it was just about waiting, then manually aiming as the 'orbital aim' doesn't work for very large distances.


All in all, I rather enjoyed this, and hope you give it some post-jam updates and such!



It seems to have a few technical shortcomings:

If you click rapidly once you have auto-loop, you end up with multiple machines gained per cycle

If the window loses focus at all (even if it's still at full-speed by the browser), the entire game pauses, which somewhat defeats the point of automation

As mentioned by someone else, there's some really nasty memory leaks present!

It seems the "half-bit" income is completely ignored, presumably because you enforce an int


All in all, I'd like to see more depth, with the system efficiency and data extraction displays meaning something!

That's an entirely different issue, as "organization policy" can apply to *every* OS.

I would suggest being less oddly confrontational and aggressive if you want to actually convince anyone to make a change to their workflow/pipeline like this

That's a linux device, believe it or not, so you can get wine running on it!

Not sure if anyone's been able to notice, but the mmm and neocities displays are reversed, essentially being in the wrong spot! 

I will say, though, that while I would disagree with some of the conclusions (Most notably, the irony of citing app clearinghouses as prohibitively expensive whilst posting on itch, a seemingly wonderful platform for presenting creations to the world), I can hardly criticize the questions and concerns posited, and the format they are presented in certainly adds to the thoughtfullness of it all.


Again though, I'm pretty sure comments are meant to be effectively disabled, and nobody will ever read it, so why bother typing it up?

Went through the demo, and I rather enjoyed it!

There was a slight grammar issue (in the Repair Dummy action you use `it's` instead of `its`, because possessive form rather than contraction)
Shrinking Stats and Log shows S and L, but those aren't actually hotkeys. It might be a small little QoL thing you add in the future!

You *might* try wine for mac, linux, and bsd devices, and if it comes to steam, you can use proton to get "close to native"

I feel it could use quick replace for ghosts (Unless I'm blind, there's no way to quickly rebuild after an explosion, even though the game knows the orientation and position of every type) and some movement quality of life (You can't move and rotate a piece at the same time, which makes some adjustments very painful to try to do)

The "Achievement" (my bad, it acted like a quest) introducing the concept informs you that you can either drag an image into the game, or go into settings to get a file dialog. The achievement only clears if you drag an image, so if you use the file dialog in the settings menu, that doesn't count for the achievement (at least, so it seems, I noticed achievements only trigger if the game is unpaused, and sometimes menus pause the game)

Ah, it seems the "use a saved blueprint image" quest doesn't proc if you do it via Settings->Load image

You know, I was looking at this and noted how it felt like reactor/factory incremental, only to look over and find out that it's by you!

only just starting, but looking forward to seeing how it goes!


I will say the income boost feels really weak because it also increases the cost proportionally, but I guess incombination with the lifetime it's okay

A rather neat little set of minigames, although I have a few notes:

It seems the 'par time' for system 1 is far too short, I'd never managed to even guess the simple ones before taking damage

Might be best to force the first six failures to go 'in order' just to show off and let the player see each of the minigames, as it was I didn't get sanitation until the difficulty started to ramp up

But even with those, certainly neat!


Finally got 100% completion, very nice, I love the subtle wording on a few things, but there are two small (and related) issues:

1. You can't see the first entry in the queue, it's just fully invisible but does contribute to the nuke condition

2. If the second entry is an outwards one, you cannot see the color at all


Those combined mean that even ostensibly legal, good moves can result in major problems.


In addition, "winning" is a weird move because it can create nukes, but are considered legal moves, which means you have to spawn a whole bunch of wrong goals to keep the game going sometimes

Might take some work to fix, but making tooltips and the skill tree re-render upon buying things (or the underlying stats changing) would be amazing, I didn't even know that I was actually buying the skillnodes, my first thought when it didn't re-render was that the process had to do the upgrade itself as a task, but then I realized I was actually spending things, and re-opening the menu caused it to update!

Yes, which would mean I wouldn't have connection to the local devices (which couldn't get to the internet because I hadn't paid the bill, and even once I had, it'd still need local wifi connection to properly identify it as "local")

Heh, that is a fair point, there's just a myriad of connotations behind the genre of "incremental" that an action RPG doesn't necessarily meet, even though it absolutely satisfies the technical definitions!

I'm not sure if the NG+ option would change where this game stands for me, genre-wise, although it's certainly interesting to try to think of *why* it doesn't change anything, and perhaps I'll end up with an answer that helps me figure out my design crutches and biases, but for now I unfortunately have to say "I don't know why exactly I have this opinion/stance, just that it is the conclusion I'm currently drawing".

Either way, I can at the very least say it was a fun game, unless someone decides to contest the definition of game or something XD

Was a pretty interesting game, although it seems the network-detection system is a bit off (I had plenty of apps connecting to things and reporting states even before I had the phone connected to the wifi!)

Oh, my apologies, I wasn't meaning to suggest it was *misleading*, just a bit miscategorized. You are right though, there are incrementals that don't have a prestige, either at all or because the "reset" is something forced on you (see games like Increlution, Groundhog Life, Progress Knight, etc)


I think it's also a little fuzzier because it's an RPG, so there has to be *something* seperating the two genres for sanity's sake, but it's hardly a formalized thing!

ditto, but 1920x1080

I'm guessing maybe the dev may be on a 4k screen and is doing some absolute positioning stuff?

A rather fun game, actually!

I'm not really sure about "Incremental" aside from being a condensed RPG, as you don't gain anything from the reset, it's just only a 'partial' one, but was still fun to play all the way through (even did it without dying in ~40 minutes)

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!

(1 edit)

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 >.<