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elgrandiablo

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A member registered Jun 20, 2018 · View creator page →

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I modified the checkpoint feature to only commit to saving a checkpoint after the player has landed on solid ground at least once (so instant drowning will never happen), and also there is a 1s delay before the save will be applied.  This means that if a laser kills you immediately, the save will not be applied (and you can never drop down into a lower level and get fried infinitely, because you'll die via laser before hitting solid ground).  Also, rapid level switches (leave level within the first second) will cause the save to abort (and presumably the level returned to will be stayed on, and save on its own thereafter).

If you do a dashing jump attack and smack the necromancer, it will hurt him.  Also, the hearts are your health remaining - if you run out of hearts you die.

You have the right idea, but the player can only dash over a single water tile (or a single empty tile) before gravity takes effect, so there needs to be one more snowman pushed into the water to be allowed to reach the next screen without drowning.

There was a bug where the player's x-axis momentum was allowed to continue while drowning - I posted a small update to correct that.  Longer term, I may add a message in the game over screen when this happens saying "you can only skip 1 water tile" if I can detect it (probably checking to see if player is drowning and x position is not evenly divisible by a tile width).

I uploaded a new version that has manual save/load support.  Lower left of the screen has a download button that just saves as "savefile.json" (or (1), (2), ... (n) if you download repeatedly).  Load button gives a simple dialog where you can browse to the savefile.json file and it loads that save game as soon as you've selected a valid file.  I did also correct the "try to jump" bug - it wasn't properly checking for wall tiles after all.

Yep, I definitely modified level B+0 to add a water hazard in that location.  It's possible to fill that water hazard once you've unlocked Ground Pound ability.

I've also noticed the "tries to jump up illegally" bug in a few spots.  The character should not try to jump to a ledge if there's obstructions (wall tiles, snowmen, etc.) but in some cases decides to try anyway.

This was a mistake I made when testing the "gate is unlocked in boss fight" bug.  I made the boss fight the default starting level and forgot to change it back, so a fresh game would be starting there.  It's been fixed back to the proper first level now.

If it helps, the game state data is stored in "local storage" (localStorage).  I'm not sure if your settings manager would have an option to add an exception for that.  It might also be true that the url that hosts the cookies, local storage, and everything else is not itch.io - it's some sort of content-hosting domain (hwcdn.net for me, at least right now).

I'm trying to think about what could cause this.  There's one problem for sure - the Snowrisu should be dead forever.  Did you also kill the Snowrocco?  (A second one should show up.)  After they're both dead, a second cutscene should occur - the camera should scroll to the right, open the gate, then bring the camera back.  Also after that, the character should be able to walk through the gate and the rest of the level should be within camera view now.

I just tested this on firefox on itch.io, and the snowman fight works as intended in this browser setup.  I did notice a bug where the "powerup" at the end was not working as expected - it's supposed to move around as a demonstration of how it works, but the powerup is motionless.  I didn't see any errors to explain that one, I'll have to keep looking.

Yeah, in the demo so far there isn't a level on the other side of the 2nd gate, so it freezes up.  I'm in the process of making more levels for the next demo.  The next boss is already mostly done.

I see it now - both the buggy level and the level above it (if accessed from the bottom entrance, i.e. from buggy level) have the ability to exit the right side of map into either a non-existent level ("harmless" game freeze) or into another level in a location without any solid ground, which leads to falling out of bounds into non-existent level even after page reload (because player location is saved from previous map change).

I stayed up too late working on that buggy level, obviously.  I fixed up those levels to protect future players.

Do you remember how you got to that location?  I'm guessing you didn't make it there from the map to the left, because that would (should) have permanently recorded your spawn position out of bounds.

Looks like firefox wasn't reporting any height data for the document body, so the attempt to scale the game up to fullscreen was scaling it down to 0 height.  Added a forced height to correct this - might need a forced reload or cache clear, unsure how this site delivers new builds.

Optimized performance to eliminate slowdown at high score levels (>= 10000).

Added difficulty levels - as your score increases, eventually there are more numbers in the equation, and eventually higher odds of multiplications.

New additions include backgrounds for the bird text (for when they pass over text headers, etc.), and a fix to the phantom double jump bug (this was due to the aerial input fields creating a "jump zone" above spike pits at time of completion, and the character hitting them during their jump).

Yeah, I had to ponder the bird -vs- ground input box for a moment.  I decided to allow simultaneous input. and once you get one of them CORRECT then it would clear the other answer box (because e.g. you solved 3x4 = 12 for the bird, but the next one on the ground is 1+2 and you don't want a 12 in that box still)

That created a bug of its own - if you solved e.g. 1x1=1 on the ground on "accident" because you were looking at the bird in the air with a "9 + 1 = (10)" solution, then after you inadvertently solved the ground equation, it reset the bird puzzle.  So you would press 0 to think you were entering a 10, but now the input had only a 0.  The solution right now is to preserve the work-in-progress answer as long as the current answer is correct (substring match).

New version has birds that will drop rocks on you and destroy you in impressive fashion if you don't solve the puzzle.

Current bugs include hard-to-read equation for birds over "title texts" and also the ability for birds to spawn overlapping, also making the equation hard / impossible to read.  There's also some sort of bug where the double jump triggers unexpectedly, but it's so far harmless.

Added a boost to the double jump, increases speed for a moment to make the jumps more forgiving.  Also added a waypoint above the currently "active" ground puzzle.  (Icon does not appear properly if all puzzles are solved and next level component hasn't been autogenerated yet.)

I changed the input fields to READONLY to fix the double-digit bug.  (That was annoying, didn't happen locally on chrome)  I also added a reminder to double jump on the first pit where it's required.