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thePalindrome

253
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A member registered Jun 17, 2014 · View creator page →

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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!

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Really fun as always, although I question the difficulty of 2 / 5, given how I was completely stuck on the window puzzle and got it by sheer chance (I was trying to replicate moves on the other side of the window, but the moves seem to have a random component, so I really don't get it)

After the window puzzle, things went pretty well, and it was really fun! I rather liked the parallax visuals, although I can see why others wouldn't enjoy it as much!

Blind faith as in first click on the board, or as in "I couldn't get enough information to say for sure which of these two spots it was"?


Hopefully it's the latter, it does bug me when devs make minesweeper that generates immediately, instead of after the first click

I thought the three keycards was part of some required thing, and even after getting the second sword, it makes things harder as much as it makes things easier, as it's now twice as likely to catch a point the "wrong way" and send you moving downwards. I'll keep trying for another 15 minutes, but I may just have to give up on this game again

A rather nice, short game!

A few things that'd be nice:
For the first omega upgrade to also apply ticks, which would make it actually useful (One tick will generally at least double your production, and you'll be prestiging often enough that your points don't stay high for very long)


Hotkeys or other automation, especially later on!


Reordering the achievements so #2 is moved to #5, since it's one of the last ones you get


A timer in-game so you can see if you're on track for #6!

A really fun little game with some really nice music! The fact you can do some more prodding to find two secret tombstones as well as hints and information helps keep it from getting frustrating!

Really nice little game, although I do wish you could collapse some of the 1.1x military multipliers to just "defeated enemies", and I'd like an Energy gain stat. I will also note that I beat it on my second run, only unravelling three secrets, so late game balance might be worth changing!

There's the official adobe flash "projector" player, or projects like gnash, ruffle, or supernova (I think the last one isn't open source, if that matters to you)

Heh, those bugs are always hard to catch, because you're so used to clicking through the tutorial in the proper way, you don't ever end up missing buttons or flubbing movements!

Seems like it'd be very comfy, but softlocked the game twice during the tutorial:

If you accidentally misclick and close the fabric buying window without buying two cotton sheets, you're not allowed to reopen it

My arm twitched a bit right as I finished cutting the first sheet, which seemed to break everything (seems it's known, though)

Ohh, I thought it was required, since I couldn't seem to go down, and I was told to "head to the left", which I interpreted as to that!

Either way, knowing it's optional makes it a lot more bearable, it's just sometimes a pain to deal with the fact that every time I respawn my gear is in a slightly different position, making attempts extremely inconsistent!

I'll repeat that it is pretty darn unique, it's just that, as you said, you got a little carried away, which is pretty easy to do when making something like this ^v^

A rather fun little game with some very interesting platforming, but very much falls under the "dev got too used to the controls" that other games encountered (see the game Nauticrawl, where there's a rather interesting blogpost describing how that was caught). Especially in the gauntlet just left of the starting room, it's a bit more frustrating than rewarding trying to "bounce" on the sword points. Other than that I'm enjoying how the boss fights are structured, the story, and the relatively unique upgrades in this metroidvania!

A very fun and silly little game, although the screwdriver and the hammer were *really* hard to see, so I didn't win until the second time around!

A bit of a suggestion would be to add some randomness for things like the password, and to make it a bit more clear that "cleaning the quantum bridge" just means throwing out the filter!

I guess that'd be post-jam stuff though, so oh well

Ended up getting to the 4th machine before I noped out of there, but I do appreciate the madness that slips in (get it?)

It's got a very Mike Klubnika vibe to it, which is a *fantastic* aesthetic! Thanks for making more neat stuff ^v^