Game feels half-baked (the pixels aren't even properly aligned to the grid, and the minigames feel so clunky) and feels odd to be needing DRM (itch.io verification), especially since there are no servers with active players. Self-hosting may have fixed some of these problems, but after you spend 2 mins messing around, the fun kinda just... ends.
JamesTDG
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I have come back to make a few requests:
- The PowerJoy Voyager (as seen on Rerez's Worst Ever series)
- Voyager Matsushima (Discovered while I was trying to find the above entry)
Actually, ykw, just do the full collection from Matsushima, some interesting ones listed there I want to see - Oreo Pac-Man (It is such a strange item I found, but it shouldn't be too difficult to upcycle any existing logic for this one)
- The Rosy console collection
Here's some sites I dug up which may have other cool options to add:
2 years later, I'm inquiring yet again about a no-music open-source version to be distributed. Krafton is not treating Subnautica well, so now is a good time to undermine a scummy publisher by making the cousin to Sub be open source.
Remember, we're all fine waiting for the music to be reintroduced once there's an agreement made with Lapse for it to be included in the opened source code. (But maybe don't use GitHub to host it lol)
So, I am unable to beat World 2-Bat in the Metal Slug world ("Alternate Earth"), because the game errors out with the following message pop-up
ERROR in
action number 1
of Draw Event
for object obj_enemy_dead:
Trying to draw non-existing sprite.
---------------------
This seems to be related to a missing file in the game code, which I think is a death frame. Bug should be treated as fatal since the game continues to try drawing this death frame even after I spam the ignore button for far longer than the game should be rendering this sprite.
As much as I love the concept of coding in a sokoban clone, I really, REALLY hate that the game neglects to give me the ability to just run a simple check to determine if the player is facing a WALL.
Seriously, doing facing checks and box location checks are the only external stimuli the pawn (aka robot) gets, so no fancy loops.
I CRAVE THE LOOPS!!!
(Seriously, I could easily find the solution with inefficient code, but every fiber of my being screams in agony that I am wasting moves just to run into walls, especially on Hallways. The pawn is dumber than a roomba!)
Yk, I am actually a bit curious to know the difficulties in integrating gamepad support here. Realistically, you only need input from 2 things, an analog stick and a button to do anything. (I would prob have to cross-reference between your own player input code and the gamepad documentation for Windows (XInput API) and Linux (Joystick/evdev APIs) to know all of the nuance...)
I did read up on something called SDL_GameController, which should resolve a lot of the problems with supporting multiple controllers, but it is a C-based input library, and I don't know what language Breadskate is developed in
2-1: Easy clock skip if you time your shot well, you get a 1 sec window to get it though
2-5: If you hit the first clock, then immediately go up, you can cross the bridge in time!
2-8: You could have trimmed some time if you did not flinch!
2-9: ditto
3-3: MASSIVE time loss
3-9 Might have been able to abuse a jump pad to not grab any crystals here
Talk about crazy, but needs fullscreen if dragging off the screen won't let me do each "putt"
Edit: I was getting frustrated at the reaction time I needed, so I plugged in my gamepad, but the game does not support it. CHANGE THIS! If you need a good idea for what to do, left stick handles direction at putt strength, while A fires. That is ALL I need here...






