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thePalindrome

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

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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 >.<

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!