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Gedig

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A member registered Jul 11, 2016 · View creator page →

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We were planning on releasing on mobile after consoles next year, but it gets requested so often that we might have to change our plans and release the Early Access version there sooner than that!

Thanks for the feedback! Agreed, speedups are very high on our list of QoL features right now, and we should start work on the feature very soon!

Unfortunately not, we decided against it after most keys for our last game were resold on grey market sites :(

Hi! Sorry for the inconvenience, there were a few potential causes that we addressed in the update tonight, make sure to update to v0.7.17 and please let us know if you run into any more similar issues!

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Hmm, after testing this myself it still appears to be an issue. This is our top priority and we'll try to get it fixed ASAP

Hi! Apologies and thanks for the report, would you mind trying again in v0.7.13? I believe we've fixed the issue.

Some YouTubers and Streamers have been given early Early Access so that players can check the game out and make an informed decision before it comes out for purchase, but those areas will be available in the Early Access version that will be releasing on Monday the 25th!

Thanks! Yeah we'd love to support modding more natively and we hope to do so down the line, but our community is so impressive that they've actually been able to mod the game already!

You can see a tutorial on the wiki, or hop in the Discord (linked on the wiki) if you have any questions or need any more help!

Hi! The Castle and the Mines will be available in the Early Access release that comes out in 4 days!

Thanks for writing up your feedback! We're working away on batches of content right now but speed-up options will be something that we'll be looking at as a polish feature eventually :)

Yep! We'll be releasing on itch and Steam (Early Access) at the same time in October, and then we'll be continuing to work on the game until it's really done

Thanks :) We're aiming for October for an Early Access release, which will include the Castle and hopefully the third area (Mines) as well!

Thanks for taking the time to write up your feedback! All great points and we'll be improving the game for quite some time to come :)

That's awesome, thanks for the kind words :) No donations needed, we should have everything we need to get the game released (into Early Access) by October.

The thing that would help the most until then would just be sharing the demo with friends that you think would enjoy the game!

Hey Michael, sorry for the delay on this, we've had run-saving for the past month or so but it's been under pretty heavy testing. We've ironed out a few issues now though and if you're okay to use a still experimental feature we'd love to have you try it!

The "Quit to Desktop" button has been replaced by a "Save & Quit" button. When you resume you should be able to start (almost) right from where you left off. If you leave mid-battle you'll have to start that battle from the beginning, but in our testing so far it hasn't been too bad!

There's definitely still a few issues that come up occasionally that will do "interesting" things like cause a regular battle to bring you to the win screen.. Let us know if you run into anything weird and we'll use that information to investigate further!

We appear to be missing the following characters:


Thanks! And I definitely appreciate the post because you've reminded me that we actually should be saving those a file so that we can include them with cloud saves on other platforms. 

Ooh, that might be a tricky one because we're using a method of saving for those tutorials that doesn't save to a file (I believe it saves to the registry)..

We will add a button to delete those (and we'll definitely have one to wipe save data when we add in some of the unlocks and meta-progression) but I can't think of anything to help with that right away, sorry!

Hey there!


You can't save the game yet, but we're actually working on that functionality currently! I'm not sure exactly when we'll get it released for the demo, but we consider it a necessary piece of releasing the next area since the individual runs are starting to get pretty long!

Very very impressive game!

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This took me a second so I wanted to share here in case anyone else had trouble. Even after setting up this font you'll probably see a lot of boxes when using non-Ascii characters, and that's because TextMesh Pro generates a subset of the text so that it doesn't take up a ton of memory. You can generate other text assets with the remaining characters (or cram them all into one asset if your subset is small enough).

If you're using I2 (which I highly recommend if you're trying to localize a Unity game!) it has a tool to copy+paste all of the characters currently being used, which you can use to generate TextMesh Pro assets that have all the characters you need.

http://inter-illusion.com/assets/I2LocalizationManual/FindingcharactersusedinLan...

Question for people that have played the game (especially if you found it from the horror tag): Should I change that tag to something else? We were definitely aiming for a creepy game but I don't know if it's fair to call it a horror game. I'd love to hear your thoughts!

Hey, thanks for the feedback and sorry the slime boss is giving you trouble! There are a few playthroughs on YouTube that might give you some tricks to use, there's some stuff in the game that isn't tutorialized well yet.

As for the difficulty itself, we're definitely planning on making this first area a little easier and moving the difficulty into later areas and higher difficulty levels (like ascensions in Slay the Spire and Monster Train) - we just kept it a bit harder while we work on more content so that there was some room for replayability and trying out the different orbs and relics.

Thanks for playing and I hope you'll give the demo another try when it gets closer to 1.0!

ooh, interesting thanks, I didn't think that was included in the current build, I'll have to push a fix soon. Thanks for the report!

Hey there, did you just see the picture of Peglin looking towards the Castle afterwards? Because that's the end of the current content (right after you can select the multiball relic). We're working on more at the moment though!

Thanks for the suggestion. We're not planning on doing that by default for a couple different reasons but we might add that in as a relic that you can get :)

Thanks, tried it out myself and it also doesn't work for me in the app. We'll see about uploading downloadable versions as well but for now I would recommend trying a web browser like Firefox or Chrome!

The itch desktop app? Or are you using something like Firefox or Google Chrome to try and play?

To be completely honest I wouldn't spend too much time trying to play our game because it was from a jam and only takes like 2 mins to "beat", but we can take a swing at it if you'd like :p

What browser/OS are you using?

Thanks we really appreciate it! Still a ways to go but we're working away at it! :)

This post uhh, did not age well. We're unfortunately delaying the Early Access launch until 2021. We will be doing some playtests on Steam and on itch as we continue to work on our new content though!

More details: https://steamcommunity.com/games/1296610/announcements/detail/292673801987491423...

We've made the demo available until launch if you're interested in trying it :)
https://gedig.itch.io/peglin/devlog/194054/peglin-release-plan-demo-available-no...

Thanks! We were actually continuing to work on it for a while, and might revisit it after our current project :)

There isn't much to it, but if you're curious where we were at you can check it out here https://gedig.itch.io/seedway-deluxe

(password is just password)

The game that we're actively working on though is called Peglin, and it'll be coming out on Nov. 20th!

https://gedig.itch.io/peglin

Hey there, thanks for the interest :) We're still working away on the game and Peglin will be available on itch.io and Steam Early Access on Nov. 20th!

I'm curious if anyone has run into this before? I posted a devlog, saw it in Most Recent, but when I poked back later I could see the posts that it was between but my post had disappeared. The post itself is still up, and I don't see any issues with it, but I would love to know why it would be removed from search results so we can avoid it in the future: https://gedig.itch.io/peglin/devlog/150004/the-relic-update

My two hunches are:
The external link out to Medium - I could see why those would be caught by a filter, to avoid people just posting a devlog which is just their external link. In our case it's just a link to some details about what is coming up next.

 We marked the post as a Major Update  - This update roughly tripled the size of our current game, which I consider major, but I would love some clarification on whether or not this is only supposed to be used for things like "Game is out on Steam". FWIW this is our 5th Devlog and the only one we've marked major.

This is adorable! Really looks like it finds a good balance between tactics gameplay and something a little more approachable, like classic board games.

Peglin - A Pachinko Roguelike (Currently free on itch!)

It's funny, WebGL is my default because I like making my jam games easy to play, so I didn't know how bad it was until we started building the standalones!

Hey everyone :) 

We'd love to have you join the studio discord if you're interested in chatting and/or learning more about the game. Also if you have any questions or feedback, or run into any terrible bugs, that's the fastest way to reach us! https://discord.gg/tWfkQKW

(Of course we'll be watching the topics here as well, so if you don't want to use Discord that's okay too)

This looks awesome! What a cool idea.