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altruismhelps

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A member registered Aug 20, 2021

Recent community posts

O wow thanks for posting this! I came across wizard force a while ago and loved it, but somehow must have never checked out their other games

Beautiful game! One bug to report running on windows 11, it has this strange desire to kick itself out of being the active window. At first I thought I was just boned but then found that if after clicking it active I perfectly nailed the timing of clicking and holding lmb right as the window expanded it would stay active. Switching away from the game required doing the whole click-of-war thing to get it to stay active again when I switched back.


The only gameplay criticism I have is that everything was just a little too low-contrast. All of the few difficulties I had revolved around just plain not being able to see stuff.

super fun!

well done sir! great concept, great puzzles. I found the difficulty to be just right, most puzzles taking maybe a minute or two with just a few head scratchers i stared at for longer (notably 13 and 31...did you do that on purpose?) I also did not just instantly see the whole solution right away for most levels outside tutorial levels. very good balance of pondering and discovering

only checked on brave but it loaded flawlessly, stoked to play later when I have time. Thanks!

More intel...I'm running windows 11 and don't use itch app. With Brave v1.62.153 and Chrome v120.0.6099.225 it hangs at the end of the progress bar as indicated above, but somehow after navigating back to the game page and clicking 'restore game' several times it gets past that. Unity loads, and a level select screen appears with levels 1-3 unlocked, but no inputs seem to do anything. More resetting does not get it any further. With Firefox v121.0 the same thing occurs, but first I had to reload the page several times to get it to finish loading in the first place. This probably has to do with my poor connection speed, but I thought it worth noting that brave and chrome had no problem there while firefox all but refused to complete the download. Using Edge v120.0.2210.144 it made it past the end of the progress bar on its own, but was still unresponsive to input on the level select screen. All that and I still didn't get to try it :-( Excepting tor though that's all the browsers I have installed, and tor never ever made anything work better. What combination did you develop this with?

Hope you are still thinking about this game! Really fabulous

I only wish hopping in the truck was the end of the tutorial

Bravo sir! Loved every moment of it. Gameplay, looks, story, it all just feels good. Can't wait to see what this grows into!

Hard tellin...those are the only two I've gotten. I did notice that the pilot can still be dead after saving the jacker if you don't ask him about the computer, so I tried a few different random combos of things to talk about but did not find other endings. By no means did I try everything, so maybe I'm just missing it. Also, one thing does change based on earlier killings: If you let the xenophobe declare war on cthulhu, the description of the invasion will be different depending on whether you killed the farmer and the jacker

This was fabulous...but did you have to look at me so hard? I know you made this for you, but I think you made it for me, too.

cool room

omg dude the physics are so cursed

Love the idea...the look speed was too painfully slow for me to deal with though, way too much mouse clomping.

Excellent, strong cyan vibes.

I used a capital O, hyphens (-), and a bar (|), and it worked. Did not try lowercase. 

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Every time (but most especially, the second time) I looked down and saw my tits I couldn't help but laugh. Bravo, sir!

Exactly what I was layin down, I think you get me. For context as to the sort of gamer I am, as much fun as doom and goldeneye/perfect dark and other iterations of shootuminnahead were, for a first-person experience I really prefer things like the modern end of the fallout series, portal, metroid prime, or superliminal where mechanical skill in rapidly aiming well isn't exactly the point. I also played the hell out of warcraft/starcraft back in the day, but lately I've been 1000x more stoked on this game called Timberborn which is basically a top-down real time strategy game, except there are no enemies to fight and the entire goal is just keeping your beavers fed and healthy and happy when the river stops running each dry season. Oh, and it you've never played the Stanley Parable, words cannot describe the delightful absurdity of that experience, had me in stitches for like a week. I really liked the older resident evil games where the hard part was managing resources/inventory space and remembering that thing you saw a while ago that might solve this puzzle, but when I tried out Village, I was super disappointed to find that it was more or less a linear series of keys to open the next door with an obnoxious unkillable monster following you around for half the game.

That last example is probably most what I was thinking of when I said grey areas. Clearly I'm the minority, but I think it's a crying shame how much gravitational attraction the poop your pants horror genre has...cry me a river I know but it would be nice if we could let just a few more of the silly little exploration/puzzley-type games actually be less stressful than regular life, instead of more. I can't tell you how many times I've been browsing itch, seen something that looks like it might have some depth, and then discover that it's just a series of jumpscares with a key or a switch here and there, or maybe a 'cutscene' where you die if you weren't super ready to push a button. I know that last mechanic was used a bit in those old RE games I said I liked, but they made it just forgiving enough that it wasn't too much of a headache. From my perspective, sure a spooky game can be good, but it has to actually have rich and strategic gameplay. If a game is basically just walking around looking at stuff, well I like doing that a lot better when nothing goes out of its way to startle me. If spooky/suspenseful elements are at play, I want being surprised to actually mean I wasn't paying enough attention. When the game is actively trying to startle you, I think that's just mean. I understand why it happens, after all gameplay is hard but loud noises suddenly blasting into your headphones is easy, and people seem to actually like that for some reason, but man! Wah, wah, wah, little baby doesn't like loud noises. So I guess I'm not trying to say this game is exactly 'good' in its present state, but simply that if it was this trite but also startling, I would find it much much worse.

Can't we just allow  games to exist in the grey areas between archetypes? Seems stifling to require everything to be precisely this or that.

Purely out of curiosity as to our different perspectives, how old were you when SM64 came out? I was 10, so this was pretty perfectly in the zone for me.

Absolutely terrible, absolutely masterful. Must-play for anyone who enjoys a good troll. If not, keep walkin'. I think it was the overall sound character that made it for me, everything was crisp and tasty.

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Ahahaha that got me good too. Eventually I noticed the shape of the blimp vibrating in the center of the screen and realized I'd been had.

Clearly you didn't notice the very strong shape of the blimp at the end.

I had to relaunch a couple times before it ever gave me sound, but otherwise it worked pretty well. I really like the idea, hope you're still working on it! I'd like to suggest if you are still working on it that you refine the item inspection a little bit:

*consider changing the text from 'pick up' to 'inspect', to distinguish from where you use 'pick up' to mean add to inventory

*since we can't walk or look while inspecting objects, consider making the mouse rotate the object by default rather than requiring the player to hold shift. Seeing the object move when you wiggle the mouse will make it much more clear that we are in 'inspect mode' and that we should not expect to be able to move or look around until we exit this state

*since objects are inspected a fixed distance away, and we must stand near them, and objects are usually on something, consider setting the object being inspected to arbitrarily draw in front of everything. As is, it's too easy to visually lose the thing you're inspecting inside the table it was on, meaning you need to close inspection, reposition, and try again

Only played until the first startling noise, not my kind of thing. I really like the animation style though. I'm always torn on whether to try games like this, because I really love puzzle adventures, and horror games are generally spooky-themed puzzle adventures...I really don't like being startled though, and not a big fan of limited visibility as a gameplay element either. Looks & handles great though, and there's plenty of people out there that love jacks-in-the-box, good job, just wish I liked it.

Dude, I think you just mistook a spooky nostalgia experience for an actual horror game. I mean you're right, it was rather easy, but clearly they intend to have difficulty settings and haven't fleshed that out yet. I for one enjoyed this greatly, expressly because no dumb shit jumped in my face and avoiding peach didn't get in the way of enjoying walking around in the castle again, but in first person.

Super fun! I really appreciated having light sneaky spooky vibes without any dumb shit jumping in my face. And of course, just being in the castle and hearing those menu select noises was fabulous (I'm 40, so this is on the nose for me. I was just old enough to be amazed at the incredible new technology of the N64 when this came out) Looking forward to the next area, keep at it!

Thanks for the answer! I finally figured it out, although I never did notice a second clue. I just blindly did the operations on the board and smashed the result into the extra number, sort of feeling like this couldn't possibly be right the whole time, but it was!

Oh sweet! Yeah, middle click starts the game. You might want to just note that in the description on the game page, it's super not obvious at all that that mouse icon represents a middle click. I've been messing about with it for about an hour or so now, and I like it so far! For my personal taste it's a little too heavy on the 'find shape, walk to other shape' mechanic but the game mostly works and the controls feel pretty nice, Though it would be nice if the aim point for degen was a little above the player character's head instead of directly behind it, and maybe a little longer of a pickup range.  I do have some bugs to note as well:

*In the first 'real' puzzle room, right turn from the atrium, you can take the elevator down while the water is up and walk around under water that isn't drawn with a bridge floating up in the air.

*When I discovered the room with the block tower, I don't remember exactly why, but I already had a circle from the previous room. It went onto the tower like it seems it's supposed to and the blue circle lit up on the tower. I continued with the room and eventually found the blue flowers with one missing. I brought a blue flower over, and a cutscene played spawning two more circles! The blue flower I was carrying was not removed, and the empty space was not filled with a flower. Out of curiosity, I carried one of the circles over to the tower and sure enough, the tower took it. The tower did not visibly change at this point, as it already had the blue circle lit.

*Still, in the room with the block tower, when I raised the water the water didn't render, but the bridge did rise and the cutscene played. The cutscene had water. I then walked across the floating bridge and stepped on the pad to lower the water, to see if it would do it again. Unfortunately, after the cutscene played it never gave me movement control back and I was softlocked (for real this time). I could move the camera and take out and put away my wand, but couldn't walk. I gave it a couple minutes to see if it would work itself out (which it did not) and was able to quit normally.

I might try a second run through at some point and see if I can finish it, but it's kind of a lot of walking around to do it twice in a row.

NP I understand the price of free entertainment is constructive feedback ~~

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That's actually exactly what I did :-P then went back down and tried to do it the right way. It took longer to figure out I could put stuff in bubbles than it took to learn to fly

I agree with dev, there are depths and depths to this concept. Having just played the updated 29 levels, I was left feeling like I wish there were a bunch more and maybe even a few more mechanics/types of switch along the way. But even without adding anything, the combination of being able to drop hand and for the players to push each other I think has bottomless potential for brain-melting puzzles. Hard part's just designing them. But boy howdy, if you start adding simple stuff every few levels like, say, a tile which allows rotation of the player (but only if actuated by the other player?) this thing could approach nearly BaBa levels of epicness.

329482398 points for the last level, cute and tricksy

Ok now having played a bit your answer makes a lot more sense :-) super cool!

Maybe I'm just blind but I swear 6 hours ago there were no downloads available on this page, I see it now though, thanks for responding

Unfortunately I got softlocked by the title screen. Clicking the mouse does not in fact start game, nor seemingly does any key on the keyboard. ' will bring up debug menu, and holding esc will quit, but nothing seems to make it start.

It took me a few minutes too. I was convinced for a moment it was broken, but it's just not immediately obvious how the game works. All you can do is walk around and pick stuff up. You pick stuff up by clicking and holding the left mouse button, which will cause that thing you thought was going to eat you to slowly float over there and bring it back to you. As such, you can pick things up from afar. The E doors are fake, only the door at the end of the level is real and it requires no button press.

I wasn't sharp enough to figure out the quiz. Is the whiteboard supposed to be the hint? All I could get there was X+<blob>-? and then there's the red scribble with an arrow pointing up at the first part. Is it my eyes or my brain?