O, I have a Neon Linux installed that I can boot up, I'll test it for you Tem! :)
Ayelis
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I disabled and enabled all my extensions (and had control the entire time) and then I tried a few other things to narrow down the issue... [I'm a professional game tester by trade. Worked for Activision, etc.]
It appears when I click out of the game, perhaps to scroll down and read the instructions, view the screenshots, open the game info, highlight words, etc, and THEN try and click back into the game, the keyboard doesn't follow the mouse focus back into the game. So pressing the arrow keys scrolls the browser window and pressing Tab switches the focus out of the game to the first few links on the page, according to tab-order.
It's not an extension issue at all, it's a focus issue. I'll try it in Edge and Brave now... Oh, it appears they have the same exact issue.
BUG REPORT:
Description - Game Input fails after game loses focus for the first time.
Severity - High [Game breaking, requiring a page refresh to fix]
STEPS TO REPRODUCE:
- Open the page on itch.io.
- Click "Run Game".
- Notice the game starts as normal with the intro/attract mode animation.
- Scroll down and click on a screenshot or choose the "More information" link.
- Close any open images and scroll back up to the game, clicking the game area to attempt to make it active.
- Notice that pressing keys such as [Enter], [arrows], or [TAB] no longer work to skip animations, move characters, or open menus.
- Notice the game can no longer be played at all until the page is refreshed and "Run Game" is chosen again.
So I see that there's a version here that runs in the browser and I tried interacting with it...
Is it true that it ONLY uses the mouse? I was somehow able to click my way into an active game but now, with no WASD and no Arrow Key controls, my character is sitting there at the door he came in by, and unable to move. Even the mouse controls no longer seem to work. Can you actually list the controls in the description, if there's going to be a web-playable version with non-standard controls? I was really looking forward to this bit of nostalgia.
Thanks!
Nice graphics and gameplay! Made me want to keep playing. The Crackly fight was interesting. What will happen next?!
My ideas; 1. It's too easy to skip dialogue, pressing the dialogue button should complete the text, then press it again to dismiss it. Did I skip something about a dash attack? Some levels are impossible without the dash attack.
2. Little red spiky head guy has a hitbox that's much larger than his body. Same with the spikes on the level with two helicopter platforms.
3. Sometimes the dialogue is split when it shouldn't be.
1: Find a nice gun graphic, or something that passes for part of a gun. 2: Open photoshop (or Krita, Gimp, or Irfanview). 3: Add gun to the sprite where the player is holding their fist out. 4: Save. Or do it programmatically, with the player object and the gun object, and you can have the player "hold" different guns when they find them scattered throughout the world.
Part of being The Dev is working with what you have, and building something great out of it. Even if you're not an artist.
I was planning on whipping up an iOS build just as soon as I get my Apple account back up and running and check into the logistics of it. So if you've got an iPhone or iPad, maybe soon! I don't have a Mac to test on though, so I'm not sure about that one.
Edit: Looks like it'll cost me a bit. $50+ for some Mac hardware to code and test on, $99 for the developer account. Give me a few days, I'll see what I can scrounge up...
Is "Soldiers" the only card that exists that provides soldiers? Because I need like +5 or +8 soldiers to push back these enemies, and "Soldiers" only provides +2. Do you think Japan wasn't formidable? Do you think the US just had bombs sitting all over the place and didn't have to practically break the known laws of physics in order to subdue Japan? Hey, what if these cards had OPTIONS, like maybe you need +8 soldiers, or maybe 2/2 airstrips is enough.
Love when you've got like 12 fleets of ships, and 3 or 4 cards that want to give you more ships! Can't I just get OPTIONS rather than the same card over and over and over and over and over and over? NOT FUN.
Here's a thought. Give me the cards I NEED every now and then. Or stop giving me the SAME card. Balance the game! Limit the play field to only 1 of every card, unless it's a resource you need or a card you can actually use!
It's great always having 4 cards you can't use, and watching the inevitable green march from the left side of the screen, or orange march from the right, because nothing you ever get can counter the oncoming onslaught, and you never have enough satellites or planes (occasionally you've got 20+ troops but it never matters), and the little speed bumps are always inactive so you can never play anything important (or even make progress on that side of the board). My favorite part is when you get a +Thumb card and the square leading to the rest of the thumbs doesn't increment so you can never use any of them after the first time you're out, and you just have to die regardless. Fun games are the ones where you are forced to lose and have no way to fight back! (An excerpt from the instruction manual this guy used to make this game, probably...) At least the Weimar version of this was halfway winnable. Going to try the Japan one now, but I'm not getting my hopes up.
This game would benefit from a tiny bit of 'Coyote Time'. I can't get past the first sideways spike because it feels almost impossible to jump from the first platform to the next one! Is it supposed to be impossible? Because that's how it feels. I've died over 20 times so far and it stopped being fun and believable. :( Or maybe a checkpoint on each new floor would make it easier?
It would be nice to be able to advance the dialog faster as well.
Okay, Pillbug, I feel like you owe a lot of us an explanation. See, I'm the guy who made the 100% achievement guide on Steam, and people are asking ME how to 'get to Cycle 28' and I thought I knew. If you have to change your STEAM name to do it, how do you do it on the version you get here on ITCH? Do you change your ITCH NAME? Does that even make SENSE? What am I supposed to tell people? It's YOUR game, you tell me. I already got the achievements a million years ago and I don't remember. I'm not going to reverse engineer the game and dive through the assembly code trying to figure it out. I've already spent WAY too much time trying to figure out what ways to change your Steam name. Enquiring minds want to know! If nothing else, please go to the Steam forums and help me answer that guy's question.
I think I figured out that the light areas (which shrink when you lose) give you a speed advantage when you've hit the ball, and the dark areas give the advantage to the Racket of Doom... But if you can't make the ball go to that side of the court besides when you serve it, then it seems to be mostly up to the RNG...
Played tennis and I swear it was a tie game up until the very end. Losing is so frustrating! Are there any tips on how to angle the ball (of yarn?) or how to make it speed up, or is it all entirely random?
The space game is very difficult with just a trackpad. I'll need to dig up that mouse...
Might be nice to have a fish radar for those last few fish on the platformer. I hear cats can smell fish from far away! :)







