Stable build. Bought the catboy and opened the supply/drop box almost at the same time it got destroyed. I think on the screenshot the box is already destroyed, but its UI is still present on the left and has these multiple "empty white circle" items inside.
itsybitsyspiders
Recent community posts
Noticed that there are no lags on any other small levels:
For me it's 44% screen size, every other graphic setting is disabled - still occasional freezes in campaign world
100% screen size, all kinds of graphic settings - no freezes on tutorial/debug/etc levels
Of course smaller levels have much less objects, but it's GPU that spikes up in main world, not CPU. My bare guess is that game renders many things that potentially could be unrendered (things you can't see, things that are far away, etc)
With all the weapons being worked on, to me - it seems that walls are mostly for building defensive bases.
I just hope that game would continue to retain its eerie horror spacey creatures style, and not turn into a survival game (with all of these fishing, cooking, chopping trees, farming plants, farming honey, etc features).
I'm curious about certain WIP features, and can't understand if they do belong in the game.
With what the game currently is - no, not its beta state, but the gameplay itself, including things such events and the size of the map - are some of these features necessary? Such as, portable cooking plate - there is simply no need to carry one with you (or keeping it somewhere on the map), as getting to the base takes an incredible short time, even if you travel from the border of the map, on foot. And walls - can't grasp why this would be needed, besides possible addition of swarms of attacking enemies, whom you would build a protective layer of walls against.
At first I was dying a lot not understanding why, and only then I realized that products/combinations/treatments are clickable buttons. The last day seems to be too much RNG, where most of your time is spent staring at an empty table waiting for proper foods to be delivered - just for another incorrect arrive then sent back away, once again waiting with an empty table.
Treatment dishes seemed useless, since they would contain safe products that you would eat anyway.
But still, it was fun to play, very engaging! The art is pretty, and the increasing music speed does make you nervous.
Usage of the story bits was clever - while the gameplay haven't been changing that much, the texts gave a good explanation on why it has changed, and have totally justified the changes in the first place!
Going to a new area sounds too much, but having other tasks other than hash codes and signals - such as analyzing stuff, which could appear out of nowhere, or fall out the sky, or be mailed - seems like a fun idea! Especially if analyzing them would either require specific items, actions, or some kind of new puzzle game.
Personally speaking I both love and hate that hotbar gets auto-filled. Sometimes, it's very useful to switch to things you've just used, but sometimes, especially when you collect trash - important items get shifted away.
I think that having both - an auto-fill, and an option to "favorite" items would be the best.
Sitting on something (chair, sofa) then pressing the wake up button (Esc) would not wake you up until you stop sitting (in my case standing up chairs/ATV is binded to Q, so if I'm sit-sleeping I need to press Q then Esc to wake up)
Separately, player model just stands there when you're sleeping (1), disappears if you sit (2). No idea what (3) is, but that's how Kel looked like after sit-sleeping (crouching? shrunken?)
Hello, we have interacted a few days ago in "Little Bartmares" comments. You have shut comments for the game so I couldn't find a way on commenthing about the bugs I've found further.
Replying to your previous comment - I don't believe it's an issue with a specific machine as you've mentioned before, but rather either trigger zones for camera switches or timers (first bug), and trigger areas or collision properties (second bug).
Your latest fix (downloaded latest release before posting this comment) still seem to have not fixed the issues I've mentioned!
Here is the bug regarding camera switches between the classroom and the "bedroom" (video and audio lag is a problem with my recording software, in-game there are no audio bugs or frame freezes) - https://mega.nz/file/aiJinQwS#3G_mxSOGoYsGjFy0fHmCgraEZACa8LD7wotFma_a3Kc
- it doesn't happen when you play the game "normally", only if you collide with that far front part wall intersection, where door is attached "to its hinges". (to reproduce the bug - it doesn't happen all the time, which you can see on the video me backing back-and-forth, but is still reproduceable)
The second bug with invisible wall - you may have indeed fixed infiniteable-scrollable hallway, but the invisible wall itself can still spawn on/in front of the player - https://mega.nz/file/6qAAxbSB#p1TnQa9OIWZUfShHB9UlBL7IM-5sy2YjW6az_3e7EP4
I have commented on one of the published games before, but now it seems like author has closed their comment section for the game. There are no comments, and no "community" forum either. Author's page does not have a mention of an email, neither Itch seems to have a DM system. Is it possible for a game publisher to seal themselves off any interaction with players altogether? Is there a way I could still contact the developer who publishes here using Itch service itself?