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(3 edits)
  • Can you add a way to quit the game, by pressing Q or by not restraining the mouse inside the window so that I can click the X?
  • After falling to the bottom of the map, I got respawned to a point where I was trapped because I no longer had any modules. Holding L didn't fix this.
  • The mouse-dragging mechanic fails when I can just move my mouse to the bottom/top of the window and click to instantly use a module to its full extent. Perhaps you could make it so that when you click, the mouse is grabbed so that you have to drag to use the module, no matter where on the window you click?

Great game!

So sorry it took me so long to get back to you—I've been working on a few books I've published over the past few months and have spent terribly little time on Itch.io. It should be relatively easy to add a way to quit the game, I'll look into the issue with the L key, and I'll look into the mouse issue.

I've had a few projects piling up on Itch from a sequence of game jams a half year ago; I've been trying to decide which ones need to be brought to completion. Flatland is certainly on that list. When I'm done with my third book and back to working with Godot, I'll make it a point to review these problems.

Thanks for playing!

Where can I read your books?

They're progressively on Amazon, starting in Kindle format (I'll have a proper paperback after I'm content with their state, later on). Roughly $6 each, up and down with time. Currently, I'm known for The Warrior Poet's Guide series, on building plug-ins for multimedia software, two on the market now—one is on plug-ins for Blender 2.80 (a very popular one), and the other on building plug-ins for GIMP 2.10. The next, as I finish it, will be on building audio plug-ins in LV2 (LADSPA) format, primarily demonstrated with Audacity and LMMS but you can use LV2 in a lot of different things. It's in progress now.

As far as the Debian error goes, this likely relates to Godot. I used an older version in producing Flatland (Godot 3.0), which is fun and small but far from perfect. When I get back to it (need to get the paid products out of the way first), I'll see about the Debian issue and whether it's maintained; there wasn't anything especially unusual going on in the build, but the toolkit was from two versions ago. It's funny, I didn't even realize that it depended on Python.

The new version is Godot 3.2. I'm going to see about testing it on Debian, since that is a freely accessible operating system, and I'm probably going to try and write the game in C instead of GDScript (the default language, an interpreted and veritable syntactual mess that I'm not fond of). In fact, if I'm going that far, I might just build it to WASM and keep a WASI interpreter on hand for each operating system—the game itself isn't that demanding, and it would make compatibility maintenance much easier. One thing at a time.

Sorry you had those issues. Thanks for playing, all the same!

Hey, if I just packed this thing into a Snap, Flatpak, or AppImage, with the dependencies with it, would you be willing to test it out and tell me how it works for you?

Just letting you know that I'm whittling on Flatlander again, and I've already resolved the press-Q-to-quit issue. (It could probably use a confirmation box though.) I've upgraded to Godot 3.2, so hopefully some of these bugs have been ironed out; but I hope you'll inform me when I miss one.

Expect an update in the next couple weeks.