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A member registered Jun 14, 2019

Recent community posts

Oh even when not scrolling it starts auto discarding.

I like it so thank you for making it but it automatically / accidentally makes discards for me as I scroll around. 😅 The efficiency mode doesn't need any scrolling so I've never had any plablems with it.

There is a relaxed mode which I kind of needed to learn the game but it wasn't unlocked from the start for some reason 🤔

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I forgot to put the actual tips:

Every game I play ends with a board filled with blocks in a group of 1

Yes! You're so close to getting really good at the game! So you know now what poisons the well. Then the next insight is that it's more important to not poison the well (even if it doesn't score immediately) than to score (if that means leaving junk). Doctor Mario has a similar quality to this where each pill has two halves you need to manage efficiently and economically but that's easier in many ways since those pills only have two halves and there are only three colors. Tetris Flash a.k.a. Tetris 2 also comes to mind. Mixolumia is harder than those for those reasons. In exchange we can clear blocks in two ways (making lines of at least three length or rectangles of at least 2 × 2 size—and rectangles with protrusions also get cleared because those get detected as lines) and we can split up the blocks, they fall apart after landing which can be a hindrance or a huge help, depending.


I usually die on the endless mode (my score is around 2 mil but I only just started playing) because I get confused near the top when the "ghost" overlap the real block. On relax I don't get as confused by that since it's slow and I can dig down again to a well that's like 20% full and then keep it around more or less half full indefinitely.

Not to come across as someone who thinks she's smarter than other people 🫢 I just played sooo much Dr Mario, Dr Luigi which like this gives you four blocks at a time, and Tetris 2, and this is the next level from those. Certainly harder! 👾

Learning to see connections "through" what's going to get deleted is not easy. It's like an https://senseis.xmp.net/?IshiNoShita in go or an x-ray attack in chess https://en.wikipedia.org/wiki/X-ray_(chess)

Thanks for coming up with such a good core mechanic. Very fun game.

it's not that small in landscape mode, the smallness issue was only in portrait. I've played the game for hours and hours. No idea how it's supposed to sound since I couldn't get sound to work.

It's certainly a very difficult game. I can play indefinitely on the "relaxed" mode (if I don't relax at all and rack my brain the entire time). I think the game mechanics are fine the way they are; it becomes less about a truly endless experience and more about the high score.

Neat core game design! I had three issue though. First, it says it detects my gamepad ("Joystick: Sunshine X-Box One (virtual) pad, bustype = 3, vendor = 0x045e, product = 0x02ea, version = 1032" which is correct) and starts listing a bunch of buttons and axes it finds (all correct) but then none of them do anything in the game. This first issue is no big deal since I can use antimicrox to make it a keyboard and the controls work well with keyboard too. Second issue is I don't hear any sound at all. Biggest issue is the third which is that while it's awesome that I can rotate the screen and I love that, the playfield is really tiny in the middle of the screen in portrait mode. Haven't tried landscape yet, I will go back and do that now.

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Some handhelds (not AP as far as I know, unfortunately) support moonlight so then you can play the game handheld as long as you're at home on the same network as your computer. Works really well. I had to use AntiMicroX since Lenna's Inception on my Linux server wouldn't recognize the controls otherwise.

A game that has fixed all the li'l QoL annoyances in the game it was inspired by. Even thing that bugs me about the SNES classic is gone here. I'm three dungeons in and I think this game is great.

It also says:

UnityEngine.InputSystem.InputActionAsset must be instantiated using the ScriptableObject.CreateInstance method instead of new InputActionAsset.

Thank you. I did try all three of --force-glcore, --force-opengl, and --force-vulkan, and neither. All four seem to have the same result. Weird that Initializing input manager... is always the last line.

Can I download the interim versions here on itch so I could bisect where it stopped working? Because the version that does run is years old.

the beta doesn't work either

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With 2.0.38.208 I can just run the binary and everything works. With the newer version, 2.0.210.20, I get stuck on the splash screen. If I add `--full-screen=0` (not needed with the older version), sound plays but visuals still stuck at splash screen that says "Freehold Games".

https://ellen.idiomdrottning.org/coqlog.txt

Incredibly difficult and beautiful game. Thank you.

Very good and valuable game, thank you so much. The camera on lowest I couldn't turn it at all and on next to lowest was super high. but, using a kind of weird controller so that's on me. I loved the game.

you're not wrong! It's incredible 

Some people call this a d66. I usually call it a d6×10+d6 . Doesn't exactly roll of the tongue but that's what it is.

So with pulseaudio I can run it♥

But is there a way to just disable sound?

OK, the sitch is that apulse can't hack it. You need real pulse audio. I mean on this particular version of Alsa

It says on the wiki that it needs DirectX… What the heck is even that!? I'm on Linux.

Getting segfaults, core dumped, and then in the Player.log here are the last few stack frames. Looks to me like some audio issue.

#0  0x007f58c81783c0 in funlockfile
#1  0x007f58c8d3ed38 in AtomicStack::Pop()
#2  0x007f58c8a7d364 in BucketAllocator::Allocate(unsigned long, int)
#3  0x007f58c8a7da5d in DualThreadAllocator<dynamicheapallocator>::Allocate(unsigned long, int)
#4  0x007f58c8a7986e in MemoryManager::Allocate(unsigned long, unsigned long, MemLabelId, AllocateOptions, char const*, int)
#5  0x007f58c8a79631 in malloc_internal(unsigned long, unsigned long, MemLabelId, AllocateOptions, char const*, int)
#6  0x007f58c97c3235 in FMOD::MemPool::alloc(int, char const*, int, unsigned int, bool)
#7  0x007f58c97e942b in FMOD::OutputALSA::addALSADriver(char const*)
#8  0x007f58c97e977e in FMOD::OutputALSA::getALSANameHintDrivers()</dynamicheapallocator>

Absolutely, that sounds fantastic and is definitely the thing I'm most excited about with this game! Just wondering to what extent they then can do the same with another character. Not to be mono-normative, just wondering about the mechanical ramifications of the setup because it seems slightly weird either way.

I like the game, just tryna wrap my head around how this mechanic works.♥

Hearts mechanic, spread 9.  When you get a heart, does that mean you have one more heart to give?

That would interact weirdly with:

"To get out of it you must share a secret or give them your heart as well."

They give you a heart, you heal up 10, you give them a heart, you're
now ±0 hearts and up 10 Stress.

I get that the "they give you a heart" part is the difficult part, but
then you can easily get out of it.