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Itap88

35
Posts
3
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8
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A member registered Oct 30, 2020

Recent community posts

Move around and "pay respects".

To win the level using only 1 bullet.

I mean you have to race against the timer.

Quickly.

No, you can do it with 1 bullet but you have to not follow the prompt.

I don't think you can do it.

I beat it using a single bullet.

I don't think unlockables would fit the theme of this game in particular.

There's something wrong with current web build. Resources don't actually get used while building and there doesn't seem to be a way to beat level 19.

I wish I knew.

Web version 0.17.31b

So I saw Lady of the lake at a closed cave entrance. Then I went in the other route in and went to open the door. There the cutscene played again. Next I went to fight the area's boss and aquired shards along the way. I went back to complete the mission and then went to the bossfight's place collecting the last 4 shards on the way again.

Later on, I collected a metro pass and went to Financial District. There, I realized I don't have the pass anymore and so I can't go back. Also, I realized that some shards in this area can also be aquired more than once.

Me too

I have gone through the game until the "sludge temple" area and then tried to save using the compute shrine at the area's entrance. Then this error occured and the game kinda shut down.

Error message:

An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was: uncaught exception: abort(237) at jsStackTrace (Vapor Trails.wasm.framework.unityweb:8:22313) stackTrace (Vapor Trails.wasm.framework.unityweb:8:22484) onAbort@https://v6p9d9t4.ssl.hwcdn.net/html/1418191-534203/Vapor%20Trails/Build/UnityLoader.js:4:11118 abort (Vapor Trails.wasm.framework.unityweb:8:534241) @blob:https://v6p9d9t4.ssl.hwcdn.net/c44a2112-b786-4ff0-ad85-1176a6ed3d9c line 8 > WebAssembly.instantiate:wasm-function[76927]:0x165d864 (blob:https://v6p9d9t4.ssl.hwcdn.net/c44a2112-b786-4ff0-ad85-1176a6ed3d9c line 8 > WebAssembly.instantiate:wasm-function[26601]:0xbe3eae) @blob:https://v6p9d9t4.ssl.hwcdn.net/c44a2112-b786-4ff0-ad85-1176a6ed3d9c line 8 > WebAssembly.instantiate:wasm-function[74505]:0x15f73b9 (blob:https://v6p9d9t4.ssl.hwcdn.net/c44a2112-b786-4ff0-ad85-1176a6ed3d9c line 8 > WebAssembly.instantiate:wasm-function[23986]:0xba4ff8) @blob:https://v6p9d9t4.ssl.hwcdn.net/c44a2112-b786-4ff0-ad85-1176a6ed3d9c line 8 > WebAssembly.instantiate:wasm-function[76643]:0x165c8c0 UnityModule [UnityModule/Module.dynCall_iiiii] (Vapor Trails.wasm.framework.unityweb:8:503097) invoke_iiiii (Vapor Trails.wasm.framework.unityweb:8:358850) @blob:https://v6p9d9t4.ssl.hwcdn.net/c44a2112-b786-4ff0-ad85-1176a6ed3d9c line 8 > WebAssembly.instantiate:wasm-function[70406]:0x157d48e (blob:https://v6p9d9t4.ssl.hwcdn.net/c44a2112-b786-4ff0-ad85-1176a6ed3d9c line 8 > WebAssembly.instantiate:wasm-function[69717]:0x155cd55) @blob:https://v6p9d9t4.ssl.hwcdn.net/c44a2112-b786-4ff0-ad85-1176a6ed3d9c line 8 > WebAssembly.instantiate:wasm-function[4711]:0x1ef3ea (blob:https://v6p9d9t4.ssl.hwcdn.net/c44a2112-b786-4ff0-ad85-1176a6ed3d9c line 8 > WebAssembly.instantiate:wasm-function[4710]:0x1ef313) @blob:https://v6p9d9t4.ssl.hwcdn.net/c44a2112-b786-4ff0-ad85-1176a6ed3d9c line 8 > WebAssembly.instantiate:wasm-function[2898]:0x148974 (blob:https://v6p9d9t4.ssl.hwcdn.net/c44a2112-b786-4ff0-ad85-1176a6ed3d9c line 8 > WebAssembly.instantiate:wasm-function[2897]:0x1480e1) @blob:https://v6p9d9t4.ssl.hwcdn.net/c44a2112-b786-4ff0-ad85-1176a6ed3d9c line 8 > WebAssembly.instantiate:wasm-function[2800]:0x12f137 (blob:https://v6p9d9t4.ssl.hwcdn.net/c44a2112-b786-4ff0-ad85-1176a6ed3d9c line 8 > WebAssembly.instantiate:wasm-function[2794]:0x12dc2a) @blob:https://v6p9d9t4.ssl.hwcdn.net/c44a2112-b786-4ff0-ad85-1176a6ed3d9c line 8 > WebAssembly.instantiate:wasm-function[2792]:0x12d755 (blob:https://v6p9d9t4.ssl.hwcdn.net/c44a2112-b786-4ff0-ad85-1176a6ed3d9c line 8 > WebAssembly.instantiate:wasm-function[4670]:0x1ec8ea) @blob:https://v6p9d9t4.ssl.hwcdn.net/c44a2112-b786-4ff0-ad85-1176a6ed3d9c line 8 > WebAssembly.instantiate:wasm-function[10852]:0x436b4d (blob:https://v6p9d9t4.ssl.hwcdn.net/c44a2112-b786-4ff0-ad85-1176a6ed3d9c line 8 > WebAssembly.instantiate:wasm-function[10852]:0x436b62) @blob:https://v6p9d9t4.ssl.hwcdn.net/c44a2112-b786-4ff0-ad85-1176a6ed3d9c line 8 > WebAssembly.instantiate:wasm-function[10847]:0x43666b (blob:https://v6p9d9t4.ssl.hwcdn.net/c44a2112-b786-4ff0-ad85-1176a6ed3d9c line 8 > WebAssembly.instantiate:wasm-function[10840]:0x4348ba) @blob:https://v6p9d9t4.ssl.hwcdn.net/c44a2112-b786-4ff0-ad85-1176a6ed3d9c line 8 > WebAssembly.instantiate:wasm-function[76657]:0x165caf3 UnityModule [UnityModule/Module.dynCall_v] (Vapor Trails.wasm.framework.unityweb:8:512682) browserIterationFunc (Vapor Trails.wasm.framework.unityweb:8:186022) runIter (Vapor Trails.wasm.framework.unityweb:8:189095) Browser_mainLoop_runner (Vapor Trails.wasm.framework.unityweb:8:187557)

After restarting the game, I respawned at the beginning of "sludge wastes" area and the bug would occur again.

Also, here's a list of smaller glitches/weird things I've seen that I don't think I should make another post for:

- I can interact with an elevator panel in such a way that Val slaps the wall instead of the button and yet the elevator door react the same

- Val is rapidly changing between standing and falling when on downwards moving platforms and also seems to have a glitched image when on other moving platforms

- the tips for jumping on sludge blocks (those for divekick) are actually after the first blocks have to be used

- before entering "sludge temple", camera goes upwards if Val stands on the same level as the temple door

I think You may have updated the game to a wrong version as it doesn't look like those new pictures You've published.

I once saw chess with AI included in Pico-8 but the dev couldn't make it recognize 3-fold repetition and 50 move rule since they ran out of tokens

I launched it in my browser and the menu doesn't work. Clicking with a mouse does nothing, pressing arrows does nothing and pressing enter also does nothing.

(1 edit)

So now the game actually looks like it should be easier to understand. However, the "mason" tile's description doesn't actually explain how it works. Also, "Redirects to watcher." sounds confusing when the player wasn't introduced into other redirections. Another thing to mention is that cards sometimes stick to the cursor.

You can right-click to question mark. I haven't found any flags though. Hope that helps.

Regarding endings that aren't in the game yet, I think the dialogue of the guy in the cave seems unfinished. If I skip-jump while having double jump, my character wants to help but simply can't. After tossing the stone, the caveman seems to forget I visited him before and I can't give him any of my jump powerups, even though I can give my multi-jump to the dog. However, I have no idea what could happen if I helped the caveman get out.

The game seems fine for a work in progress but even though I beat it, I still don't understand how mirrors work in here.



I wanted to write something cool in here but I'm out of ideas.

Wait. Do You mean that even You don't know where it is!?

It's a very good game but there were a few gameplay aspects that felt a bit counter-intuitive to me:

- When the gravity changes my view of the room doesn't flip. My character(?) does flip and controls stay the same. That results in left arrow being "go right" and right arrow being "go left" when the square is upside (wherever its up is) down.

- The game description states that flipping gravity "will allow you to see things, other way hidden" but it's more like allowing to collect things other way intangible. Also, at first glance, the triangles seem more tangible than those color-distorted square groups.

- I feel that background music got louder over playtime (or as I collected more collectibles) but that might be just an illusion.

The concept is nice and it mostly works good for me. Mostly.

I quite liked the concept of a 3D mineswepper. However, this game has a few things that could be improved:

- There's no download or fullscreen mode (which was especially annoying when I kept trying to sprint using ctrl + w that closes the tab).

- Since numbered blocks are also blocks the player breaks, every non-mine cube destroyed is a clue lost (unless the player takes notes)

- On easy and normal difficulty, it's possible to break through the whole chamber using only clues from not-numbered blocks (so the difficulty is the same)

- a chamber might sometimes get a blackout so the player has to restart it (I don't know what the conditions are but it happened to me when I tried to clear as many blocks as possible on normal level).

I don't know why but I like it.

I like this game's concept but the web version has a few bugs. I managed to break the "lost" message by quickly restarting a level and sometimes orange blocks and yellow buttons just don't react to what they should detect.

I like this game. Just wondering if you are going to make more possible endings.

Nice one

I found the game boring since last office level. However, I saw many comments saying that's a good one. I continued playing and eventually I met the final boss. Fighting it is not boring but simply annoying. Even if I get the right abilities, it would still take me about 2000 turns to win while making sure the enemy can't use it's one-hit-kill abilities. I really wanted to find a reason to call it a good game but I've only wasted time.

I think text in dialogues is too hard too read. I'd prefer a bigger font size.

I like the idea but it turns out to be harder than I thought. However, I've just found some controls menu and there are some 2nd player's buttons. Was it meant to be multiplayer?

1. The magnet can get stuck inside a box if it comes on the crate's respawn tile a while before the box respawns. The first time, I could do nothing but restart. I reproduced the bug right before writing this and now the crate is gone and does not respawn. This time, it was harder to get stuck.

2. Those mine-like exploding things might act weirdly. When I played before, some of them could be attracted without explosion if the magnet was right next to them. After repeling, they started to fall below the floor and teleporting back up, causing an explosion when magnet went on that tile. This time, they acted almost normally except I've managed to repel them before explosion and the explosion occured but didn't reset the level. Both times, I did it at the start of level 11.

I'm actually not sure if it is something wrong with the game or my browser.

It's a nice game. However, there is one thing I didn't like. On level 2-2 there are some rooms looking like an old 3D movie without 3D glasses. They're hard to look at.

Also, I have found two little bugs:

1. On level 2-2 again, I've found a medium-sized room with an empty space in the top right corner that is separated with a thin bush-line (looking the same as those which player can go through). However, when player walks near it, the character gets teleported a few steps backwards or to a parallel corridor under the place. Did not affect my gameplay anyway.

2. When the player switches any weapon in weapon hotbar using inventory, all weapons reload immediately. This might be considered as a feature but I'm not sure.

That's a very good puzzle game. However it has a few bugs. Since this is a three year old game, I'm asking if you want me to post more details about the bugs.