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FibS

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A member registered Sep 30, 2016 · View creator page →

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I have this issue too - the game just doesn't save any placed-down structures.

New Ark City -> Tiffany's Gems

Moving to the Earrings causes a nilClass game crash

Blaze and just about any other Sonic character would be great but mostly Blaze.

Getting Over It with a Sick Hookshot

Sick beat on the title screen. The game itself is incredibly short, and unfortunately doesn't quite explain how to play it properly - you need to bait the enemies into attacking to collect the gem thingies to get into the fort.

A bit underwhelming, but an excellent start. The concept reminds me of Majesty, though that is more of a town simulator than a combat game.

It's a bit boring... the enemies have far too much health - especially early on - and the skills are COMPLETELY random, which can cause two of the same skill to appear.

Extremely clever puzzle game, though not every element of the game physics makes sense. Very cute ending.

A short logic game where you must hot-swap instructions to a robot to guide it through dangerous places.

I hope to see a longer game in the future that makes better use of that last floppy disk you pick up!

I don't know what plugins exist for MV, but my ideal solution would be for the AP skill to be its own system entirely, instead of being done through equipment. If multiple AP skills were "unlocked", this system would let the player pick one externally from equipment slots. I wouldn't know where to begin on doing that, though, and it's quite playable as is

I look forward to future development on the game!

The immediate issue for me is the camera controls - I don't like that they stay where I left them after releasing the button.

I suggest, if it isn't in the game already, adding an option in the menu to toggle between two camera modes. The first is basically what it is now, while the second moves the camera up and down faster when up/down are held and resets it to normal when they're released.

Bugs and weirdnesses

  • A fully upgraded weaponsmith or armorsmith can be "upgraded" again to the last upgrade moused over. For instance, mousing over an Improved Smelter and then an Advanced Weaponsmith will allow the player to "upgrade" the Weaponsmith into an Advanced Smelter. And yes, this transformation will actually happen if clicked.
  • Smelters, Weaponsmiths, and Armorsmiths sometimes pick the wrong metal.
  • Requests can reward the player with the exact same material they just turned in, which makes no sense.

Suggestions

  • Start the player off with a Silver Mine. If in any event the player has zero Silver Mines, constructing one (i.e. on top of the Silver node you had a mine on before) becomes free. This does not apply to Gold or Emerald Mines
  • Allow the player to mark goblins as limited to specific rooms and/or specific goods. (A busy enough base otherwise starves to death because goblins are too busy with everything else to carry any of the food items where they need to go.)
  • Allow the player to select which material a Smelter, Weaponsmith, or Armorsmith becomes - sometimes the automatic picker doesn't work properly.
  • Make the elevator shaft only require the one tile taken up by the shaft itself. You can build on the two spaces next to it anyway, so...
  • Make requests only ask for materials the player actually has available - i.e. a Copper Mine must exist to ask for any copper goods, an Iron Mine for iron goods, a Mithril Mine for mithril goods. Maybe it can ask for the next one up as an incentive to push the player to progress.

I'd like to suggest adding an extra slot just for the AP Skill, and only being able to have one such skill on at a time. That's how I thought it worked, and having it cut into the other skill item slots to have what are basically two ults is a bit awkward to me.

(Game spoilers below!)

A joke game, but a bit more of a joke than a game. Might be fun to expand this into an actual game with a randomized murder scenario or at least a more indepth story.

As it is, it's very short and linear: All you have to do is talk to all four villagers, collect all four evidences, and talk to Isn'tbelle. The detective will then make it pretty clear what the true answer is.

For a first game this is astounding! I think the ending is a bit abrupt and doesn't quite make sense, though.

Loading my autosave causes a program crash. :(

___________________________________________

############################################################################################
FATAL ERROR in
action number 1
of  Step Event0
for object obj_vncontroller:

Variable obj_vncontroller.bobrads(101157, -2147483648) not set before reading it.
at gml_Object_obj_vncontroller_Step_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_obj_vncontroller_Step_0 (line -1)

Avast detects installer as Win32 Evo-gen and won't let me run. :(

OH MAN DOES THAT JUMPING PISS ME OFF.

But that's good! Since you retry from point of entry it doesn't ruin the game any :D

How the hell does that lighting work???

Phew! You didn't lie to me!

I found the secret area! Good work! Have you taken a look at Antichamber? It's a similar game in concept, and has many branching paths and secret areas

The voice scares me. Is he going to jumpscare me? :(

Did the secret villager challenge @ _ @

I need an excuse to work on my game engine anyway and a cheap perv game demo could work!

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I have to leave the Jam. I've made very little progress in this project and I'm gonna drop it until February due to other priorities. I honestly doubt I'll ever have a playable version at all, but I simply can't worry about it right now.

Game Jams give me more anxiety than anything anyway, so I doubt I'll submit this to any of them even if it qualifies.

I can make the sound & music - in fact, I have to for reasons that will be clear later in development. It's playing it in Java, to my standards, that will be the issue.

I'm speed-learning Java. This project is supremely ambitious for someone who will have less than a month of Java experience by the time of the deadline but it's going really well so far and I'm only going for a tech demo or so anyway.

I wish Java's documentation & community were a bit less labyrinthine, though.

  • Bad news: I wouldn't call this a simple task at all LOL
  • Good news: Considering I just started using Java today I think my learning is going pretty well! I'm sure I can have a working engine on time but I can't guarantee full graphics and I'm pretty sure sound is right out

I can only run the Web version, which has an error partway through: "Failed to load $BigMonster2.png"

This occurs after going up the stairs with the phantom asking about my character's boyfriend

I intend to use XLua in Fusion 2.5.

(1 edit)

I started my project around September last year, but I put it on hold to chase holiday art (I'm primarily a vector artist. My galleries are in my profile, check your SFW settings)

In probably 24 hours of active work I finished the basic movement engine for the main character. If I can learn the basics of Lua and how it integrates with my current environment (Fusion 2.5) I'll be able to do everything code-wise I need in a matter of days I'd say.

I've been constructing a soundfont from public domain samples on Freesample for the music - I need to get back into that. (I'll add my Soundcloud to my profile later today.)

Right now I need to finish up my late Christmas pictures so I can do the protagonist's design. =/

I joined in like the last fifteen minutes of the join period. I'm kind of struggling with severe depression and basically unable to do much of anything. We'll see if I can stop myself from overreaching a project long enough to finish something simple

(1 edit)

I found a few very mild glitches (spoilers):


If you turn room 2's PC off quickly enough, the code will disappear but the green will stay on. Clicking a second time will turn the monitor off and everything will be fine.

If you go back to room 7 from a solved lever room and then back in, the camera will still be locked, even though the door appears. This is fixed just by unsolving and re-solving the levers.

Howdy Rage! Long time no see! Good job getting featured in a Clickteam collection!

The game is great, but I'd prefer if you had an option to not automatically combine weapons you already have. I like to keep multiple so I can give firearms to my allies after I get No Infighting.

Thanks a lot! =D

Girls can select red hair, but boys can't. =(