It's just a gag, not really a bug.
Aha! LOL that's cool! Yeah, now I remember something about similarities about pronunciation.
Now that I know this I already found two more easter eggs. Amazing game!
Also, thanks for the info, I appreciate it.
First time playing a Recettear-like. I was a little confused with the closing hours because I thought that it could be possible to open multiple times at day. Nice touch with the movement camera option. I have the sensation that when I do very bad offers the npcs get annoyed and make a mess on purpose lol.
The dungeon feels a little hard, maybe because I was expecting to use the weapon only. After doing a new try with the melee weapon it was better, it also helped that I only fought against two enemies.
Unfortunately I got bugs in both versions that made it impossible to finish the game.
In the linux build the game crashes while fighting in the dungeon, I'm not sure what could be the cause since is different everytime. I'm getting the following messages:
ERROR: Node not found: "LabelJournal" (relative to "/root/Main/World/Dungeon1/UI/ControlHints"). at: get_node (scene/main/node.cpp:1877) ERROR: Node not found: "LabelCamera" (relative to "/root/Main/World/Dungeon1/UI/ControlHints"). at: get_node (scene/main/node.cpp:1877) ERROR: Condition "!is_inside_tree()" is true. Returning: Transform3D() at: get_global_transform (scene/3d/node_3d.cpp:466) ERROR: Condition "!is_inside_tree()" is true. Returning: Transform3D() at: get_global_transform (scene/3d/node_3d.cpp:466) Segmentation fault (core dumped)
In the windows build there's a different one. In the second day the down button seems to be pressed all the time, it's even faster than a normal button being pressed. I'm adding a video showing this. I press the left button for comparison while trying to move items and is much more responsive when I'm pressing left.
Loved the new area! I already feared that the robots would be hard but damn, they are more aggressive than expected. It was a good surprise when I saw that they have very low health, at some point I thought that they would be a boss.
Using the flashlight feels really good. The holograms combined create a very pleasant futuristic sensation.
The concept is funny and it makes a couple of laughs at first, but after some time the joke gets old. I think that it would be better if there's some extra dialogs if you get it right or if you get it wrong, since right now it feels like shitposting on agdg and getting no (You)s lol.
Be careful with those zooms because it looks very pixelated and lowers the quality unnecessarily.
Beautiful game! Levels are challenging and sometimes even addictive.
I love how the menus and the UI are integrated within the game. The close button is a nice touch for rage quitting lol. Overall it feels very minimalistic.
I found a visual bug at level 13 in the level counter, I'm adding a video showing it.
The video is very slowed because the software that I use to record the screen slows it a little, and also because the laptop where I've been playing it (with wine) runs it a little slower than normal. I played it with an older computer and surprisingly it runs faster, but it also has that bug at the 13th level, so I guess that wine isn't making the visual bug.
Very soulful graphics. It took me some runs to understand the skills and to make a proper strategy. Adding a little description would be nice. As for the combat system, it feels solid most of the time.
Besides the reported bugs, I found a couple more:
I'm adding a video showing them. An optional feature that could be useful, especially for distance attacks, is to move the screen a little further, since the UI can block enemies.
The visuals are really good and overall the game feels very well polished already. I noticed the mario reference when falling to the abyss, it was nice.
The only details that I found are:

Unfortunately I'm very bad at this game, I couldn't even get to the second checkpoint lol. I definitely need to practice platformers and your game will be useful to test my skills in the future.
Unfortunately I couldn't try it properly since it has a persistent bug where tiles are changed randomly, sometimes is a sudden change of a couple of tiles around, and other times it seems that it's working fine for a while, but then a lot of the tiles suddenly change. Also when creating a new level, there's a chance that the level gets corrupted. I'm adding a couple of examples in a video. I tried both linux and windows versions and the changing tiles were present in both.
I'm not sure if the music is exactly the same as the last DD but I feel that it has something new, anyways I like it. The opening portals for the enemies are a nice touch. I like how the art style is slowly but surely revealing the intended style, keep going!
did you use the Linux download for the game?
Yes, I tried both.
I think you weren't able to see the laser at all in DD63, right? So this is an overall improvement?
Yeah, I couldn't see it, and still can't see it in the old computer lol, it's a hardware compatibility issue. I'm pretty sure that the laser would be visible in the DD63 version with this laptop with newer hardware.
Haha, so there's more easter eggs? Great!
Very good prototype. I played several times trying to find the seven chips, but I only got three lol.
It's kind of difficult and minmaxxing is a must in order to survive multiple rounds. And considering that the chip's location is always the same, it would be very difficult in a randomly generated scenario.
I had fun looking for the best strategy, I'll play it some more trying to find more chips, but since I already know the location of the chips, it feels like using cheats.
Awesome game! I love how customizable the game is. Both graphics and music are great.
There's a bug when showing the minimum time to get the next star. Instead of showing the time to get the second star, it shows the time for the third one. This makes sense when you already have the second one, but not when you only have the first one.
Also, when selecting the next level, it shows the next time of the following level, and again, with the same bug as before.
I'm adding a video showing this.
Overall this game feels pretty much finished. I saw that you're getting ready to sell it on steam, so good luck on that.
If I may, I would like to give you a suggestion. In your trailer the palette selection it's not explicitly shown. You show the different colors, but one could think that this is part of the levels, like in "Baba is You" for example. A clip with a gameplay, or even a static scene, changing colors over and over would look awesome. I'm saying this because customization is very appealing for some people, so it definitely will catch some attention. I'm not that fan of customization and I was very hyped when I saw it and even took my time to see all of them to choose one.
Interesting idea for a 3D chess-like.
This definitely needs an enemy bot to play it. I'm not sure if the room selection is meant for multiplayer. I tried a room where it said 2/2, but I was able to move both colors as usual.
While moving triangles and circles I found a bug where the movement animation kept appearing over and over, sometimes the bug stops when selecting other piece, but other times it doesn't.
I'm adding a video with it.
I tested it with two computers, both using Linux and wine. One has openGL 3.3 and the other one has openGL 4.6. The laser and the shooting, as well as the image in the main menu is only visible with the 4.6 version.
I found some bugs and other interesting stuff worth mentioning. I'm adding a video showing them.
Other than that, it's growing great. I regret for not paying enough attention to the enemies before, they look so cool and funny when they throw the broom and running away. Keep up the good work!
I LOVE THIS GAME!
Unfortunately I'm still missing one of the books, but I'll definitely come back to find it later.
Here's a list with some things that I found. I wouldn't classify all of them as bugs, but I'm mentioning all that I found just in case. I made a video showing this points to add context.
01. The scenes of HYPNIC JERK SOFTWARE & Slide Game screen show the final scene for one or two frames. I exaggerated that in the edition.
02. The hand at the main menu appears at a different place. I also exaggerated that in the edition.
03. The sliding sound is reproduced indefinitely just after falling and changing to other scene. It's stopped after another sliding.
04. The character starts doing the pushing animations on immovable objects like carts or stones. After some frames it stops.
05. While holding a monkey's head and falling in a tile where there was a bridge, the "Put down" message appears and it stays there.
06. It's possible to raise the saving icon again and again until it disappears while moving around scenes.
07. Softlock#1: One of the stones that blocks the path suddenly moves after entering to the new scene. If you keep walking and that area isn't solved it's over.
08. There's a turtle hidden and you can mount it.
09. Because of that turtle, it's possible to start the puzzle from a different place.
10. There's a tile of a wall where you can step (I don't know if this is the only one).
11. Softlock #2: There's one puzzle where you cannot go back, and there's no other way to return because the turtle isn't there.
12. When doing the "Delete save" option, it's not clear that it was deleted already. Some feedback would be appreciated.
13. The appearance of the "Read" message is inconsistent.
14. After reading a book, it's possible to re-read it, as if the book still were there.
15. Before the first saving point the obtained book is saved, is after the saving process when the book is lost.
Overall the game feels really good. The music and visuals are nice, there's a good amount of mechanics and they're pretty straightforward.
Amazing game. I kneel.
Hey, thank you for your comments and for giving it a try!
The game size and the enginedev is most certainly a bit scary
Yeah! Specially when is getting flagged in virus total lol. Even when most of the reports that I saw says that it's a false positive, not everyone will feel comfortable running that and I totally understand. Just now I managed to find the source of the flags and did a clean version for windows.
I'd love to have some sort of ambient music though.
Yeah! That was my intention too but unfortunately I had to sacrifice the music for a next release.
Thank you for your feedback and for giving it a try!
the rotation on items when eaten doesn't feel intuitive to me
Yeah, I definitely need to work on the visual feedback. I have a lot of ideas including the rotations that you're mentioning but if the player can't see them it's bad.
Hope you to continue to dev and join future Demo Days.
Of course I will. See you in aggydaggy and in DD64!
Thanks for your comments and for giving it a try!
it may be a bit too unconstrained
Yeah, I totally agree with that. It's tricky to understand the process of puzzle design since I'm "corrupted" and I already know all about the game, but at the same time is good to make this mistake as fast as possible.
I saw your score yesterday, for me it's a lot haha, but I appreciate it.
At first I was getting owned by the enemies constantly. Then I went full into kamikaze mode and that was when the fun started. In general the game feels relatively hard. From what I remember, the enemies need artificial stupidity, not too much, not too little. It's also helpful for creating difficulty levels.
I feel that the damage of the guns varies, My top is:
1. Redemption
2. Hand of God
3. Requiem
4. Lady Mary
All the ideas that I could give you for enemies I'd take them from tibia, so take a look directly at the source:
https://tibia.fandom.com/wiki/Creatures
Take a special look into demons, the undead and the sorcerers (Humans).
I saw that you made a linux build yesterday, so I happily did another try, and look what I found.
You can get stuck into the walls while jumping, also you can move through them.
While paused, you can throw bombs.
The volume settings are loaded only after entering in options.
-edit: you can dash while being in the air, I'm not sure if this is a bug or a feature, but I'm adding it just in case.
Your game made me come back into FPS, so take my comments on difficulty as someone who stopped playing FPS almost a decade ago.
In general I love this game. Keep up the good work.
I was getting a little tired
Yeah, that was my main worry, but it's good to know. I see that you managed to find the ouroboros' movement too, but it came with a cost.
Though, right now it's quite simple so there was less to chew on.
Yeah, that was my main mistake. I designed the levels before having the puzzle working due to the pressure of the release day. It was unthinkable to redesign the puzzles in order to see and understand the movements.
I compared the menu with the video of juicychicken and it looks fine. While doing it I noticed that the "Volume" setting isn't saving the changes. Also an unexpected image appears after loading the game. It's barely visible so I took a picture of the frame to see it better.
I mean stabilization for the plane because is kind of tricky to shoot to the enemies at the ground. I normally abuse the unintended mechanic of being in the ground but this time I tried to shoot at them without doing that.
Another mechanic could be dropping bombs so that would be easier to attack at the ground.
Thank you so much for your comments and to give it a try, specially now with the virus total thing, it means a lot.
I'm just focusing into the core mechanics, the behaviour of the character, moving objects and rotating them (the rotation is 90 degrees anticlockwise always). That's why I'm recycling sprites and it's all very simplistic, and also not interesting hehe.
I see that you managed to get into the last level, I assume that you solved it as well. I was doubtful about how much the player would get from the mechanics and the puzzles since I'm just putting them there lol.
I appreciate your sincerity and I'm taking notes with your feedback.
Stability is not a problem in the air while shooting at the planes, but it definitely is while shooting to the ground. Having available space is the key.
The game over dialog doesn't appear, but this could be because I'm running it in wine. Also, it's possible for planes to crash, it's kind of tricky, which makes even weirder the sudden crash of all the planes simultaneously. I'm adding a video to show you.
Since is a proof of concept I'm not sure what else to say since you don't mention a particular goal, so I'll tell you the options that I would consider for stabilization.
1. Leave it like that: use only planes, add quantity and variety.
2. Improve it: look for a mathematical model for planes.
The game gets flagged as malicious by 2/71 in VirusTotal.


Whaaaat!?! OMG You're right! I just uploaded the .exe into VirusTotal and it gets flagged by 2/71!!!
I'm just using raylib compiled in a virtual box with the compiler that they recommend. Here's what I get when I run it in wine.

I'll understand if you prefer not to play it.
Thank you SO MUCH for letting me know!!
In the last DD it was very slow and just unplayable for me, now it feels MUCH better. The stairs seems unwalkable at first. In order to go up I did some tricks like rolling or going up and left (or right) and finding the proper camera angle. Since ineptdev didn't say anything about the stairs I'm not sure if this is a known behavior or not, so I'm adding a video just in case.
The camera is too fast for me, it would be nice to add a slider to edit it.
I love the idea of mixing signals, it reminds me those patterns that you can get in oscilloscopes. It's awesome!
It would be nice to use the mouse's scroll to manipulate the knobs faster in the middle of a fight.
As mentioned by aeoriii there's a bug with the cursor and the zoom.
After losing while zoomed out the cursor's coordinates are shifted both vertically and horizontally, but if you undo the zoom and zoom out again it gets fixed. There's no mouse's shift before losing. I'm zooming it out because the game is too big for my monitor. I'm adding a video showing it.
In the windows version it works fine.
For me low poly is a very interesting style. My favorite model was the mushroom. I think that your next step would be to do crazier designs, experimenting a lot. I don't know pretty much anything about 3D sorry, but I could give you some ideas, go into the rabbit hole of fractals, sacred geometry, cymatics, kusudamas and origami.
Simple but very impressive. I lost hard when he goes to poop, got worried in the bad breathing part and felt bad getting the bad ending. You managed to evoke emotions very well. The audiovisual feedback makes it very satisfying. The writing is simple and good.
Something extra that you could do is to use the mouse to do actions, like serving dinner to Beau. I'll leave a youtube video with an example of what I'm saying.
When opening the linux version, the window is way bigger (1080p I would guess?) than my monitor, I have a 1366x768 (720p) resolution. Then I tried the windows version (using wine) and luckily there was no problem, it was fullscreen, unlike the linux version that was windowed.
I found some of visual glitches (the first five are in the video).
1. Sudden freeze and some frames skipped. (I edited the following two pauses, but this one is an authentic one).
2. At certain frames the tongue gets chopped.
3. When hitting the miniboss the tongue's tip isn't flashing, as the rest of the sprite does.
4. All the rocks are chopped.
5. In the pause screen when interacting, the character moves as well, I put two clips to show what I could do.
6. (Unrecorded) In the pause menu, there was something in the background, like a sprite that shouldn't be there, it happened so quicky that I couldn't see exactly what it was, but I'm pretty sure that I saw something. I tried to reply the bug while recording but it didn't happened.
Shooting while aiming and pointing above is not possible.
In general the main game feels pretty much finished already. The things that need more work are:
-Rendering the game in different sizes
-Being able to close the game inside the game
-Being able to modify the default keys (*this could be optional since not all the games give this option, but some people will appreciate it)
-Fullscreen and windowed options (*this also could be considered optional, it's more the preference of the player, is also helpful with games that are too demanding to gain some fps)
First of all, thank you so much for the OpenGL 3.3 compatibility.
Now with the bugs:
1. Language settings: there's no change when changing the language to non english.
2. Graphic settings: there's no change when changing the resolution in fullscreen, it's until you change to windowed that the change is visible. I normally do this with more demanding games. but in this particular case I don't see a real problem really, I'm just reporting it because is posible to do that combination lol.
Overall this game feels very well polished already. I'm looking forward to see your future progress :D
Walls and doors
The breakable walls' mechanic makes weird/undesired results, also the doors are quite narrow, it's very common to get stuck.
1. At the very beginning of the run.
2. I guess I found the other side of a breakable wall.
3. I got stuck in the middle of the door until I tried a left/right shake.
4. (unrecorded) In a second maze stage I couldn't advance to the next room, and it was the only door available. Very similar to the second case.
Mechanics
This game lacks the feeling of getting better and stronger. If you look at Balatro or Binding of Isaac you keep getting stuff that makes you feel more powerful, and at the same time the difficulty increases. The mechanics that you made with the cards don't give that feeling, and I don't see an increase in difficulty with the enemies either, which they are a little to difficult since the very beginning imo, but once that you get used to their attacks' patterns, you can even avoid them.
Cards
There's no clear need to get most of them, if you get good with the basic attack and how to defeat the different enemies, you just don't need them. Why would I get a finite attack when I already have an infinite kitty?
Enemies (This is more an advice than a flaw)
It's not a good idea to use cute enemies, specially when you have cute designs that are helpful. At first I thought that the seller was a mini boss lol, the same happened with the flower, at first I thought that it was an enemy. Read the 3rd point here:
https://www.darkpattern.games/pattern/52/aesthetic-manipulations.html
There are so many options that I have no idea what to do with them lol. You really need to know what you are doing to do stuff. I know that one is supposed to read everything and then just do experiments but, the fact that you only start with one cell is quite boring ngl. I've made several combinations already where nothing happens.
If you could add multiple cells, even with the simulation running, it would be possible to do experiments, lots of them.
The collision detection is very buggy. I see that you changed the rendering of the unseen parts of the cube but, at what cost? lol
It could be possible that the problems that I'm having are due to my old potato (i5 2nd gen with opengl 3.3 running it in wine lol), but is also true that with the changes that you made these problems got way more common.
I made two videos with the bugs that I found:
Previous version
Notes:
1. Falling in certain position disables the resetting. *Seems fixed
2. Falling immediately and continuously makes the render buggy and you can't go up or right, going left makes you fall again. *the "buggy" rendering was an indication of a buggy collision..
3. After letting down a cube structure and having two options available, it prioritizes the undoable one. *forgot to check this one.
Actual version 0.2v
1. Never ending fall at the begging. I checked this in the previous version and it didn't occur.
2. Very buggy collision detection.
-It would be great if you add an undo button, like "Woodworm" or "Baba is you".
-It takes too much from falling to start playing.
-You went from 0 to final boss in no time omg lol, you first need to teach the player what can be done in the game.
Watch this:
I'm a big fan of puzzle games, I'm looking forward for your future progress :D