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digitarium

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A member registered Apr 27, 2021 · View creator page →

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Thank you for the lovely comment!

Definitely agree, we intend to do localization eventually, when the game is a lot closer to being done. We’re open to doing that sooner if there is enough interest.

Automatically sorted stamps is a great idea – How would you feel about that being a purchasable upgrade in the shop?

Wow, you outlined pretty much exactly the direction we want to take the game – a good number of these are already in the works. This might just be the motivation we needed to push for the next update :D

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Fantastic, thank you -- the video has been very helpful! At a first glance, there are a few things missing that I’d expect to be there, and a few things not behaving correctly:

  • The bar above the blue inventory menu should have text on it
  • Blue route on the map
  • The “Label zoom” should have the stamp on it by default
  • The game normally doesn’t let you interact with stuff on the desk when you open the ship inventory
  • The blueprint inventory shows the wrong ship
  • The desk should get a black overlay when you open the shipping menu
  • The route flag is also missing

From what I can tell so far, the initial data that the game expects is not loaded at the start of the game or is somehow being reset to default values. The strange thing is that I know that this data is present in the build, and does not appear to be missing/reset for most people. So, this makes me think that the issue is more specific to your setup.

Here are a few more questions:

  • Do you see the same issue if you use private browsing? (CTRL+SHIFT+P on Firefox) If the game works in private browsing – my guess is that it will start working in the regular browser after you clear the cache for itch.io.
  • Are you using an old version of the browser? If you are, update your browser to the newest version, and try to play.
  • If both of these don’t work, there is a chance that the issue is caused by a Unity bug, and I might be able to fix the issue by building the game in a newer version of Unity – I’ll do that for the next build.

I don't see anything here that looks like a game error here (mostly networks stuff and the game does not do any of that). Would you be able to send another screenshot where you have the scroll bar all the way down? 

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Thats unfortunate! Are you playing on the web? If so, do you see any errors in the developer console or would you be able to post a screenshot of it? You can open it with the dev console with CTRL + SHIFT + J (Windows/Linux) or ⇧⌘J (Mac).

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XD Congratulations on your savvy business skills! We'll patch this in the next update. Thanks for the bug report!

Hmm... we're currently working on a visual overview in the score screen detailing any incorrectly shipped packages for the next build, hopefully that'll help us catch the bug(s)! Thanks for playing and the feedback :)

Thanks for the comment! We'll add a local save system to the to-do list for the next build.

Unfortunately, not at the moment, the game is still a work in progress.  We intend to release the full game on Steam once it's complete and would love to have it localized at that point.

However, if there's enough interest now, and someone volunteers to translate (neither of us devs speak Chinese unfortunately), we're open to adding language support sooner.

The occasional freezing should not be happening, and we couldn't reproduce the issue on our end. Would you be able to provide any more info? 

Thanks for the feedback,  if you are consistently underpaying,  chances are that going down a row on the price chart will solve your problem. The chart is a bit confusing and we'll be updating it soon.

The "up to weight (g)" column should be more clear with the ranges: the "10 g" cell should read 0 -10 g, "20 g" should read 10.1 - 20 g, etc. So for example, a package weighing 25 g going to Tator Isles would fall in the row marked "100 g" since it's over 20 g and fits in the "up to 100 g" range, and it'd need $0.50 postage to ship.

You can use the scale to do the stamp math :D -- hope that helps!

Couldn't replicate the incorrect destination issue you described, but the game doesn't (yet) explain how that system works either. The colour of the flag in the top left corner of the blueprints denote which shipping route that particular ship/train/etc. is going on -- you can flip through all the current blueprints with the dog-eared button on the bottom right of the shipping menu to find the right route for a particular parcel. Hope that helps!

Successful ending should be possible now! We bugged it out when implementing endless mode :(

I believe you've found a bugged easter egg XD -- congrats!

It turns out we broke more things than we originally thought – just uploaded a new build with fixes for both of these issues. Thanks for the bug report!

whoops! We accidentally deleted the starting postage pack in the new build -- should be fixed now :) and nice! I thought it'd take a little longer for someone to find that easter egg, but I guess I'll just have to make the next one a little trickier...

Yeah, it's honestly hard to read even when it's full screen -- we'll try to update the font on the package labels in the next update. The screen scaling issue is a little more complicated with the pixel perfect camera, but we'll get to it eventually!

Thanks for the bug report, yeah the cargo menu gets a little funky sometimes :( we'll check it out!

Thanks, glad you enjoy playing! The story mode atm is basically just a difficulty ramp, but we're very excited to incorporate actual story threads/questlines into the game (currently planning on releasing those in v1.6).

You're absolutely correct on the gilded postage,  it's a free ticket for any package, nothing else to it. There's no timers in either endless or story mode, and we don't plan on adding them -- chill Papers Please is definitely the vibe :)

Definitely agree, you can expect to see some of those in the next update!

Oh no, unintentional horror game. So you're not getting any packages/letters from the customers at all? Is it possible they're layered under the existing map/book on the desk? Sounds like a bug either way, we can't replicate it on our end so any more info you can give would be great!

Glad you enjoy it! We'll add an endless mode in the next update

It seems like the itch app chooses the old Jam version (we've fixed a few scaling issues since). Could you confirm that you're running  the newest build (v1.4)? We'd love to see a screenshot if you're still experiencing the same issue. We really appreciate the bug report!

Is this for the web build or download? and what's your resolution?

That's our bad, the pricing chart really isn't designed well and we'll be updating it in the next build (hopefully) :) The "up to weight (g)" column should be more clear with the ranges: the "10 g" cell should read 0 -10 g, "20 g" should read 10.1 - 20 g, etc. So for example, a package weighing 25 g going to Tator Isles would fall in the row marked "100 g" since it's over 20 g and fits in the "up to 100 g" range, and it'd need $0.50 postage to ship.

Hope that clears things up and thanks for the feedback!

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Game is playable now!

WebGL build doesn't run unfortunately, we figured out the build setting issues a little too late to upload the new one to itch :( We'll be posting the working build after GMTK ratings close, we'd love to hear feedback then!

Yeah, it's unfortunate... we didn't check a box that should've been checked in the build settings -- by the time we noticed, it was too late to upload a new build :(

We'll be uploading it after the jam is done though, hopefully we'll still be able to get some feedback then!

Nice! Was hoping you'd catch it :D

Good point, we'll add alt-keys in the post-jam update, thanks for the feedback!

Thanks for the feedback! You bring up a lot of good points, especially the difficulty scaling/introducing concepts one-by-one. The tiny-text is a by-product of us being stupid and deciding it was a fantastic idea to make our own font. Looking back, I wouldn't recommend. We're hoping to address a bunch of these issues, add some additional mechanics that got chopped, and post a more cleaned-up version outside of the LD submission.

There's no in-game time limit,  but rather the constraint was intended to come from having limited shipping space and having to figure out which packages to reject. Definitely needs a better scaling system though, rather than solely relying on rng.

It was super fun to put together, probably because we absolutely love Papers Please. Glory to Arstotzka!

Glad you enjoyed playing, and thanks again for the post

Weird, glad you got it working!

That's odd, we can't seem to replicate the issue. Not sure what you specifically mean by not working -- does it not cycle a new customer/spawn a new package on your end?

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@Jin9310 Try clicking the "next" button to get a new customer. When the "end day" sign pops up, click that as well to continue.