oops, thanks for letting me know! i must have introduced that bug sometime in the past few months. i'll fix that the next time i put out a demo update!
C.T. Matthews
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thanks for the bug report! i'll have to try and track this music issue down the next time i work on the web browser port of my engine's audio backend.
i've been meaning to add an exponential/logarithmic curve to the game's volume controls for a while, but i was worried it would take a lot of work. after giving it a quick try, it all worked after just a couple of minutes! so the next release will have more fine control at lower volume levels.
edit: this is fixed in v0.2.7!
thank you so much for playing the demo! version 0.2.6 adds a buffer that makes the game much better at interpreting tapped directions, and the next release is probably going to add a very slight pause (like 1 or 2 frames) between hops, which should have the side effect of making it even easier to play the game by tapping each movement, without negatively affecting how it feels to control the game by holding directions.
the way you described wanting the menu to work (offsetting a few pixels down when scrolling up) is how it has always worked, unless there was a bug i didn't notice. i'll have to see if i can try making it slide an extra pixel or two further to make it more clear.
i hope you enjoy the full game once i've finished it!
thank you so much, and congrats on the hard 1CC! and i'm so glad you like the look of the game too. i'm trying to get into the habit of thinking of myself as an artist instead of just a programmer who occasionally tries to draw things so that really does mean a lot, especially given that your VFX packs look so good.
i hope you enjoy the full game when i finish making it!
Hi! I just released a browser/downloadable demo of my upcoming top-down arcade bump combat action game Hyper Bun Buster: Rocket Hammer Action!
Take control of Tess, a bunny girl who uses her huge hammer to send enemies flying into other enemies. Dodge projectiles, control space and outmaneuver bosses!
This game was inspired by the mid 90s era of sprite-based arcade and Sega Saturn games, and aims to push your crowd control skills to the limit. I hope you like it!
Play it here: https://ctmatthews.itch.io/hyper-bun-buster-demo
this game is great! fantastic writing, and beautiful ui and everything else.
it really brought back memories from the earliest parts of my game industry career, back when i was still optimistic about things and my soul had not yet been crushed (i'm doing fine now, i don't work for a studio anymore). it perfectly nails the vibes at those places, especially the bizarre attitudes that a lot of the people there have towards visual novels, right down to the hatoful boyfriend-esque example.
i hope amy gets to make games by herself one day, outside of a studio/industry environment ;_;
I offer Steam keys for people who buy my commercial games on itch.io, but I don't think I have permission to offer Steam keys to people who buy it at a deep discount as part of a bundle because I probably wouldn't be matching the bundle discount over on Steam itself. So if one of my games got selected for the bundle, ideally I'd still like to offer Steam keys to people who buy the game by itself but not to people who bought it in the bundle. Is that possible, or should I leave my game out of the bundle if I don't want bundle buyers to claim all of its Steam keys?
Thanks! The way I try to scope my own games is by making the smallest possible version first, and then adding more features or content afterwards if I still have the energy to do it. I started Ducky's Delivery Service by making a smaller version with a few levels and no story first, and then I added those later. My last game Chessplosion didn't have an adventure mode or online multiplayer until I had finished making the rest of the game.
So if I get to the end of making the small version and it took way more time than I expected, I have the option of releasing a small game instead of being stuck with half of a huge game that I don't want to finish. I ended up finishing the larger versions of Chessplosion and Ducky's Delivery Service, but I'm glad I made them this way! Maybe I'll get better at estimating the scope of large games in the future, but this way works fine for now.






