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falsedan

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A member registered Feb 03, 2017

Recent community posts

I think that,  if it's possible for two pawns to be on the same column, then it's possible & not a bug

(1 edit)

yes


beautiful

nice SOLAS-128 vibes

nice. if you make the ball bounce too much it gets big, then bigger, then…


very nice

the trophy on 12 isn't firing when I hit the step count, is there another way?

the 3D and flashing disco lights were awful, keep them in pls. your puzzle design is good, right level of trickiness for this sort of game

lol, nice ending

use https://rot13.com/ and choose ROT25 to decode it

it's a common practice in the puzzle community to obscure hints with ROT13 like this

nice, have you seen https://gate.itch.io/ghost?

(1 edit)

thanks for making it! it’s good

Think block-pushing games need an undo & reset button. And I would have liked some sort of indication when I pushed a crate onto a just-spread virus square, as I would not see it under the crate sprite.

Puzzles were good, not too hard & made me think.

I got it too, max reload & move speed, but just wandering around near the entrance & not attacking.


(1 edit)

appreciate that a hasty click on the background will cancel travel to a block when you realise you've messed up. would like keyboard controls though, since there's an on-screen avatar

the final level made me make some game-y deductions: not enough information to determine which of these two blocks has the bomb, but it has to be the one that's not in the way of moving forward. which I guess is the point

perhaps tracking when all the reachable non-bomb blocks have been mined? and the regular minesweeper quality of life features: bomb count, marking blocks as Maybe Bomb? and Definitely Safe

Am finding it a bit too easy now, managed to clear out all the reachable blocks on my lunch break (instead of in a couple of hours). I miss the old hard blocks, made me feel like I was making progress.

The gems are a bit too plentiful now. I managed to get most upgrades before progressing on the right path. Though I do like how the gems start getting in the way as I tried to get to the exit & my inventory was full, a nice roadblock to force a break & return to the computer.

I didn't find the hidden objects. I see the left and center paths are blocked off & wonder if they're in there & there's some trigger I missed.

(4 edits)

'Moving into a block' was a bit vague. What I mean is: moving diagonally and colliding with a wall/block slows your movement speed, and it would be nice if the player would slide along the wall at about the same speed as if they were walking parallel.

Seems like the player sprite is still trying to move diagonal into the wall, and being pushed back out by the collision.

Using the tool in the diagonal down (left, right) direction should strike blocks.

The computer needs a Back/Return button.

Moving into a block should keep your speed the same, seems to slow down a lot.

Needs an end-game goal, more than 'mine all the blocks'.

Pretty good! Mindless, meditative, reminds me of Dysmantle

might want to take it slow

good!

some of the ink splotches don't extend to the foot of the pages. but trimming the pages down is easy, only a handful of millimetres

Update: looks great


Thanks a lot, this is perfect!

Thanks for creating this! I like the size & layout of the landscape version, but want to print and bind it as a booklet. Which requires each left-right half to be on its own page. Is it possible to get another print version, which is just the landscape layouts split in half?

The page ordering should be 'logical', any printing system can handle printing PDF pages in a custom order.

Thanks for looking into it! No significant difference (more blue than before)


Javascript console has

Hidden/Universal Render Pipeline/Edge Adaptive Spatial Upsampling shader is not supported on this GPU (none of subshaders/fallbacks are suitable)

Here's the full log

[UnityMemory] Configuration Parameters - Can be set up in boot.config
TheGauntlet.framework.js.br:2     "memorysetup-temp-allocator-size-nav-mesh-worker=65536"
TheGauntlet.framework.js.br:2     "memorysetup-temp-allocator-size-audio-worker=65536"
TheGauntlet.framework.js.br:2     "memorysetup-temp-allocator-size-background-worker=32768"
TheGauntlet.framework.js.br:2     "memorysetup-bucket-allocator-granularity=16"
TheGauntlet.framework.js.br:2     "memorysetup-bucket-allocator-bucket-count=8"
TheGauntlet.framework.js.br:2     "memorysetup-bucket-allocator-block-size=4194304"
TheGauntlet.framework.js.br:2     "memorysetup-bucket-allocator-block-count=1"
TheGauntlet.framework.js.br:2     "memorysetup-main-allocator-block-size=16777216"
TheGauntlet.framework.js.br:2     "memorysetup-thread-allocator-block-size=16777216"
TheGauntlet.framework.js.br:2     "memorysetup-gfx-main-allocator-block-size=16777216"
TheGauntlet.framework.js.br:2     "memorysetup-gfx-thread-allocator-block-size=16777216"
TheGauntlet.framework.js.br:2     "memorysetup-cache-allocator-block-size=4194304"
TheGauntlet.framework.js.br:2     "memorysetup-typetree-allocator-block-size=2097152"
TheGauntlet.framework.js.br:2     "memorysetup-profiler-bucket-allocator-granularity=16"
TheGauntlet.framework.js.br:2     "memorysetup-profiler-bucket-allocator-bucket-count=8"
TheGauntlet.framework.js.br:2     "memorysetup-profiler-bucket-allocator-block-size=4194304"
TheGauntlet.framework.js.br:2     "memorysetup-profiler-bucket-allocator-block-count=1"
TheGauntlet.framework.js.br:2     "memorysetup-profiler-allocator-block-size=16777216"
TheGauntlet.framework.js.br:2     "memorysetup-profiler-editor-allocator-block-size=1048576"
TheGauntlet.framework.js.br:2     "memorysetup-temp-allocator-size-main=4194304"
TheGauntlet.framework.js.br:2     "memorysetup-job-temp-allocator-block-size=2097152"
TheGauntlet.framework.js.br:2     "memorysetup-job-temp-allocator-block-size-background=1048576"
TheGauntlet.framework.js.br:2     "memorysetup-job-temp-allocator-reduction-small-platforms=262144"
TheGauntlet.framework.js.br:2 [Physics::Module] Initialized SinglethreadedJobDispatcher.
TheGauntlet.framework.js.br:2 Loading player data from data.unity3d
TheGauntlet.framework.js.br:2 Initialize engine version: 2021.3.35f1 (157b46ce122a)
TheGauntlet.framework.js.br:2 [Subsystems] Discovering subsystems at path UnitySubsystems
TheGauntlet.loader.js:1 Creating WebGL 2.0 context.
TheGauntlet.framework.js.br:2 Renderer: WebKit WebGL
TheGauntlet.framework.js.br:2 Vendor:   WebKit
TheGauntlet.framework.js.br:2 Version:  OpenGL ES 3.0 (WebGL 2.0 (OpenGL ES 3.0 Chromium))
TheGauntlet.framework.js.br:2 GLES:     3
TheGauntlet.framework.js.br:2  EXT_clip_control EXT_color_buffer_float EXT_color_buffer_half_float EXT_conservative_depth EXT_depth_clamp EXT_disjoint_timer_query_webgl2 EXT_float_blend EXT_polygon_offset_clamp EXT_render_snorm EXT_texture_compression_bptc EXT_texture_compression_rgtc EXT_texture_filter_anisotropic EXT_texture_mirror_clamp_to_edge EXT_texture_norm16 KHR_parallel_shader_compile NV_shader_noperspective_interpolation OES_draw_buffers_indexed OES_sample_variables OES_shader_multisample_interpolation OES_texture_float_linear WEBGL_blend_func_extended WEBGL_clip_cull_distance WEBGL_compressed_texture_astc WEBGL_compressed_texture_etc WEBGL_compressed_texture_etc1 WEBGL_compressed_texture_pvrtc WEBGL_compressed_texture_s3tc WEBGL_compressed_texture_s3tc_srgb WEBGL_debug_renderer_info WEBGL_debug_shaders WEBGL_lose_context WEBGL_multi_draw WEBGL_polygon_mode WEBGL_provoking_vertex WEBGL_render_shared_exponent WEBGL_stencil_texturing GL_EXT_clip_control GL_EXT_color_buffer_float GL_EXT_color_buffer_half_float GL_EXT_conservative_
TheGauntlet.framework.js.br:2 depth GL_EXT_depth_clamp GL_EXT_disjoint_timer_query_webgl2 GL_EXT_float_blend GL_EXT_polygon_offset_clamp GL_EXT_render_snorm GL_EXT_texture_compression_bptc GL_EXT_texture_compression_rgtc GL_EXT_texture_filter_anisotropic GL_EXT_texture_mirror_clamp_to_edge GL_EXT_texture_norm16 GL_KHR_parallel_shader_compile GL_NV_shader_noperspective_interpolation GL_OES_draw_buffers_indexed GL_OES_sample_variables GL_OES_shader_multisample_interpolation GL_OES_texture_float_linear GL_WEBGL_blend_func_extended GL_WEBGL_clip_cull_distance GL_WEBGL_compressed_texture_astc GL_WEBGL_compressed_texture_etc GL_WEBGL_compressed_texture_etc1 GL_WEBGL_compressed_texture_pvrtc GL_WEBGL_compressed_texture_s3tc GL_WEBGL_compressed_texture_s3tc_srgb GL_WEBGL_debug_renderer_info GL_WEBGL_debug_shaders GL_WEBGL_lose_context GL_WEBGL_multi_draw GL_WEBGL_polygon_mode GL_WEBGL_provoking_vertex GL_WEBGL_render_shared_exponent GL_WEBGL_stencil_texturing
6WebGL: INVALID_ENUM: getInternalformatParameter: invalid internalformat
TheGauntlet.framework.js.br:2 OPENGL LOG: Creating OpenGL ES 3.0 graphics device ; Context level  <OpenGL ES 3.0> ; Context handle 1
TheGauntlet.framework.js.br:2 ERROR: Shader 
TheGauntlet.framework.js.br:2 Hidden/Universal Render Pipeline/Edge Adaptive Spatial Upsampling shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
TheGauntlet.framework.js.br:2 Input Manager initialize...
17TheGauntlet.framework.js.br:2 Trying to get length of sound which is not loaded.
TheGauntlet.framework.js.br:2 [Physics::Module] Initialized SinglethreadedJobDispatcher.
TheGauntlet.framework.js.br:2 UnloadTime: 2063.400000 ms

I'm on an Apple M1 Pro, if that helps

the screen looks a bit garbled

this is a still image but in action each tile is changing 4 or so times a second.