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A member registered May 14, 2015 · View creator page →

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Well done! I appreciate all the time you've put into making it work :)

Thanks for digging into it and finding a solution!

Are you playing this via the itch launcher?

I don't know much about Linux, but if you scroll down the comments you'll find that someone made a shell script for Linux. Perhaps that'll help?

That was great! All the puzzles were well thought out and fresh

That's the first love we've heard for the feet! Glad you enjoyed playing as Nyah <3

Thank you so much for this review! Steam's a hard place to make splash. This was our first game and our marketing was lacking. We had a publisher, but they were very hands off on launch. It's really nice to see a review like this because it reminds us that those who played experienced exactly what we intended even if the player base is small. Thanks again!

That's really interesting to know! I'm glad that you took the time to mess with the save data, that always yields interesting results. Something that crossed my mind: since your issue is based on colliders seemingly not responding to eachother, I wonder if turning down the graphics quality and screen resolution would help boost your frame rate and allow for better physics calculations. If your computers specs are not great, that might help. I'm sorry you didn't make it to the end, but I appreciate your foot work. Maybe one day I'll patch it when I have more time, but right now I'm deep in the next project. In any case your feedback has been really helpful, so thanks again and glad you played!

Hey there, very sorry to hear you are having issues with the ending. Its been two years since I've updated the game, so I don't remember exactly what is causing that bug but I certainly remember a few people experiencing it and thought we had patched it. You are probably right that it has to do with save data, but deleting your downloaded folder won't actually delete that information because the saved info lives in another location. On windows you can use the Registry Editor to locate it: \HKEY_CURRENT_USER\Software\bubbles\Little Bug. Deleting that folder will get rid of the save data, which means all data will be lost but the bug will probably be solved. Also this folder contains saved information and may need to be deleted:  C:\Users\user\AppData\LocalLow\bubbles\Little Bug
I know its not ideal to delete all saved data, but its the only solution I can think of at the moment. 

As for the ending, I thought I'd share why it is how it is: Hard agree that it needs a checkpoint after the first 25 seconds. The simple reason is that Little Bug was my first game and I didn't have the skill/time to make the animation of the momster start at wherever it was when you hit that checkpoint. The simple solution was to make it start from the beginning of that animation everytime. It was one of the last decisions I made before publishing the game and if were to ever patch it I would add a pause feature and a checkpoint to that last part. Let me know how it goes and thanks for your feedback!  

The issue has been fixed :)

The issue has been fixed :)

Taking a look this evening, will let you all know what the deal is one way or another. Thanks for letting me know!

I'm sorry its difficult for you. It was important to me to make sure you keep both characters safe as they are one.

I've received a few comments from people saying they can't launch my game (Little Bug) through itch. I'm assuming this means the itch launcher, but it works fine if you locate the .exe itself and double click. Anyone know how to solve?

hey there! Someone else mentioned they had trouble launching through the itch launcher. If you can locate the file on your computer and double click the .exe or .app you should be good to go. Let me know if that works!

Thanks for letting me know! Did you get it working ok?

Huge range of sounds can be made with this tool. Not sure what J,S,H buttons are. Someone below said Jump, Shoot and Hit, but I still don't quite get what that means. Regardless, love this tool a lot.

so therapeutic, thanks for making this.

Will do, tho I'm fairly new to mobile development. This combined with doodle studio is my go to now so if you do figure it out I'd be forever grateful.

Ok, so it built finally, but all clayxel objects were not rendered :(

here's the error for the surface shader:

Shader error in 'Clayxel/ClayxelSurfaceShader': Input signature parameter SV_VertexID (1-based Entry 6) type must be a scalar uint. at line 120 (on gles)


Hello, I'm building for android and I get build failed with this error:

Shader error in 'Clayxel/ClayxelPickingShader': Input signature parameter SV_VertexID (1-based Entry 0) type must be a scalar uint. at line 37 (on gles)

Compiling Vertex program

I get it 8 times from one build attempt:

sounds good, ty!

oh that sounds pretty ideal! Not sure I completely understand when/where to call that function based off your code snippets, but would be happy to try it out when I have time.

That would be amazing! If I understand correctly: It's possible but slower because of a forced update each frame? Would the performance hit be substantial?

Hey, I love this tool a lot! When I attempt to modify position or rotation (haven't tried scale) of a container via animation or script during runtime, I can no longer modify position or rotation on the individual shapes it contains. I could be missing something, but this would be really useful for a moving character with local body animations. I'd be happy to try and modify the code if you point me in the right direction :)

This is my first attempt at combining clayxels and IK, but I plan on doing a bunch more. This tool has endless possibilities and I'm completely in love with it! Very well done, I'm incredibly grateful to have it in my toolkit.

You mean like the unity files? For sure, would love that if that's what you mean.

Gotcha! Well it shows, very interesting work. btw, I tried to download Dimension, but it looks like only the data folder for windows was uploaded. Not sure if that's something you have time to look into...

This was really nice to read. Did you write the shaders for Dimension and Paint Game yourself? I think they look really nice

u got it. I totally know that feeling of losing touch with how difficult things can be while developing in a vacuum. Yall have great stuff tho, just about tweaking those variables I think.

or like the more radiation u pump into yur thing the blurrier it gets? idk

Hey, just want to say that I use this tool for everything - including non-unity animations. its just the perfect tool and I use it for terrain textures, UI,  Particles, everything (except 3D  i guess). Since 2018, there's been an issue where you can't save converted sprite sheets unless you create a second Assets file. I've done this and I can live with it, but it got me thinking  - why not make two public save paths in the preferences: one for saved doodle studio assets and the other for saved sprite textures? This would be great even without the double asset folder bug, since I'd like to be able to export converted doodle studio sprites to my own sprite folder  separate from their base doodle studio assets anyway. It would also be great to have each exported frame use the same name as the parent sprite, but again I can live with manually renaming them in Unity's sprite editor for now. Keep it up, I want to use this tool on my tombstone one day.

Glad I could help!

Saw this game on Twitter today and like it a lot. There's a major problem for me with the campaign though: I can't get past the first level. I can make it to around $2500, but I always run out of energy despite my best efforts. I think this game has a lot of potential, but I found myself playing the initial level roughly 20 times, and as a reward, was only able to afford a lab upgrade that i didn't really understand (i bought it anyway). I also got mutations too, though I'm not entirely sure how that system works. 

I have a few friendly suggestions I thought you might be interested in: Since the movement is super difficult, the initial stage would have been much more satisfying  with slower/ smaller  targets to crush. After that, you get some cheap beginner upgrades and move on to the next stage. As it is, I just don't feel I have the technique or buffs to get through the big buildings and fast moving cars that early on. Making danger more visually obvious would be welcome too (to me, sign posts don't read as dangerous to a massive nuclear monster, but more as an easy destructible target). I also think that since energy is such an issue, health, powerups or straight up money crates in the stage would be great. These would also provide mini objectives to aim your destructive path towards. The look, sound and feel of this game is executed perfectly. I think my concerns are just about making the upgrades and leveling-up more gentle, smooth and understandable. Oh and one last thing, I found the game to be pretty blurry on highest settings. I think this was due to an intentional image effect, but I was squinting at a few of the UI tutorial texts. Anyway, great job, I look forward to playing more and thanks for reading my rant.

Hey, love this plug in so much, but can't figure out how to get around this save issue. Any updates?

really well, done. Physics are perfect

love it

Thank you! I'm super new to Linux, this is very helpful.