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A member registered Jan 29, 2017

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Excellent! I know you've been plugging away at getting this game fully complete for at least a couple years now, congratulations on managing to stick with it that long and seeing it through to the end!

I see that this game just got its Steam release this past week (congrats on that), does that mean that Rainbow World is finished now as well or is it still in development?

I'm not sure if it is the type of NSFW you are thinking of but Salad Fields is a rather good puzzle game melded with surreal dialogue bits that can get a bit adult/NSFW.

I tried running this on a Windows 7 PC and either I have no clue how to get it to start or it doesn't appear to work? If I hit new game I end up floating in the middle of the screen with all the instructional text with no ability to move left or right or rotate the screen, and going to the menu repeatedly to select either new or continue does nothing to fix it (although each options spawns my character in a slightly different screen position). I'm including a screenshot in case it clarifies anything but I think this might be a no go sadly.

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Played through this, its really neat but I have to ask of those who've also played through... 


... the hidden alternate version of level 3 the only one out there or are there some others I need to do a better job of tracking down?

I mean, the guy who made the other game is a fairly well known game designer in his space who based on everything doesn't seem the sort to do something like that (also some of his other games are on this site and he answers posts about them under a different name) so pretty sure he isn't the one here complaining about the name.

That said there are multiple instances of multiple games having the exact same name on itch alone so it's not really much of a deal at all.

Okay here is the output file, which I believe is what you wanted for the crash file:

And here is my systeminfo data:

I redownloaded the game and gave the updated version a shot. Unfortunately this still seems to be happening, although it is happening slower now? I initially thought was fixed but the game eventually crashed on the last level in the first section (1-10 I believe). Gave it a second shot continuing from there and got to 2-2 or so before it started becoming stuttered again and I checked and saw that the memory use was pretty high once more. I ran it in a window and the second time with post-processing off if that helps in any way.

Sure, I'm playing on the most recent Windows version on itch on a 64-bit Windows 7 machine. It does have some rather aged components by this point in time (AMD Radeon HD 5570 card, Intel i7 processor) although it does have 8gb of ram and the vast majority of time ran without issue.

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So does anyone have a tip for the stage 9 boss? I've probably put a good 60-90 minutes into it alone so far (which means I've probably played stage 9 as long as the rest of the game combined) and I don't think I'm all that close to beating it at all. I don't know if I'm just missing something obvious or if it is just a random major difficulty spike, and unfortunately the only playthrough of the game I can find is of a version of the game that existed before said boss existed (lucky guy) so I'm flying pretty blind.

I get using the big lasers to try and hit the boss for me, but they don't do that much damage and 90-95% of the battle there is no other way to damage it. I made it to what feels like an ending section of this battle a few times but being forced to move that slow with both giant lasers on each side just butchers me.

I've dug the game so far but I fear I might have to give it up.

EDIT: I did eventually get past this boss (took a bit over another thirty minutes), I'm not sure what happened as it died when I was looking elsewhere on the screen dodging something else. Loading everything so that I could fire as many shots as possible during the brief windows it was vulnerable is what I think made a difference, in case anyone else gets stuck here.

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Been playing this the last couple days, it is rather good although this (what I presume is the) final puzzle is kicking my teeth in so far, put probably 90+ minutes into it today and still can't crack it. Hated to have to give up all progress and start said puzzle over later but my brain was properly fried by that point.

I'm writing just to point out one bug, every so often the game basically lags and slows down to basically a standstill for 10-15 seconds before resuming running in the normal fashion. I haven't noticed anything specific that triggers it and it isn't particularly often.

EDIT: Okay I managed to take down that final puzzle, it definitely is a beast.  It is a fair puzzle (good one too) but in a fuller game I would recommend having another "ramping up" puzzle or two before it or one like it as it is a bit of a steep increase in what the game asks of you compared to what came before, an extra late game puzzle or two wouldn't make it easier but would perhaps smooth the difficulty curve out a bit so it is less of a sudden jump.

I played with the new update and the controller camera sensitivity slider made a big difference, thanks for adding it!

I should have phrased my statement re: the start of stage of 37 different as it isn't "wrong" to start you facing towards the closed door so that you know it is there (that's a perfectly valid decision!), I just wanted to point out how long orientating yourself towards actual path forward took with the old controller camera system.  Anyways it has been addressed now so it is less of an issue.

FWIW I did manage to finish the last few levels and overall I thought this was a pretty well put together marble rolling game. I won't complain about the reversed directions part as long as you don't complain that I only got through them by holding the controller upside-down :P

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I've played trough the first 35 or so levels and while it is fine I do have one criticism: when playing on controller there is no way to adjust how fast the camera rotates and it does so so slowly that it makes several sections much harder that they would likely otherwise be. In contrast to how fast you sometimes have to make adjustments in direction (I'm thinking of corners near cannons) the camera movement is markedly too slow to the degree that there are several stages where I just sort of gave up on any camera adjustments and just tried to commit the stage to memory even though this required taking several blind turns. Even at places where I stop at a safe spot to rotate the camera 180 degrees it takes a few seconds to complete that half rotation which is a killer in a game where you are trying to hit a goal time.

Given that the mouse controls let you adjust the camera rotation speed I don't think giving the player an option to speed it up on a controller would be game breaking. This game is probably in a finished state but if you do revisit this concept in the future I would ask you to keep that in mind.

Anyways the rest of the game is pretty good!

EDIT: Started stage 37 which starts you facing the wrong direction. Since it has the timer I timed it and rotating the camera 180 degrees to actually face the stage takes between 6 and 7 seconds. That's basically a wasted minute every 9 attempts, which given it is an inverted controls stage means for me at least it takes numerous attempts. That's kinda bad.

I'm just glad that I wasn't going nuts, I was going "maybe I need to go through the openings in a certain order..." but nothing else in the game was really like that. Don't feel the need to update solely for my account (it's a fairly linear stage, I figure I'd have probably gotten it within a few attempts) but do know that I did finish up the rest of traveler mode and everything else was accounted for.

Anyways game was neat. I stuck mainly with the premade levels as I work better with definite goals to work towards and thought they were decent bite-sized challenges to take on.

Quick question if this page is still being watched: in traveler mode stage 21 laser maze it says there should be a single luster to pick up (even has a goal associated with it) but I just don't see it anywhere. Is there a trick to it or am I just blatantly missing something?

Happier ending: I did manage to finally get past it as the RNG took pity on me near the end (putting on my wrist support also didn't hurt), total time on it took almost exactly one hour. 

The game seemed to be in a rather finished state so I think it is more than reasonable to leave it as-is, I just felt I should point it out as I thought the body of the game was a legit hidden gem. The pacing of giving new forms, the secrets, the various puzzles built around the main mechanic were all rather well realized, some of it is a bit rough around the edges but I'd unreservedly call it a true pleasant surprise of a game. It's what made ending on what felt like to me at least an unforced error (FWIW I think the concept of the final confrontation is pretty good) a bit of a downer. Or to put it another way, if I thought that most of the game wasn't pretty good I wouldn't care enough to bother pointing out the bits that felt like they needed a bit more fine tuning.

Anyways thanks for taking the time to read and reply, and I'll likely take a glance at your most recent game in the near future as this game showed that you are capable of putting together something rather creative.

So this game is real good and full of neat ideas... but.

This I assume final puzzle/encounter is just plain badly done and I don't know if I'll finish it. I think you perhaps may be so familiar with every sprite in the game that it is hard to evaluate on your end but requiring the player to basically make 25 or so correct randomized choices (that seem to get progressively harder) in a row without making a single error is bonkers, especially given that really nothing in the rest of the game prepares you for it or really asks much of you in terms of fail states or reaction time. As is I put well over a half hour into this (might be over 45 minutes actually), my wrist hurts and I'm considering just youtubing the ending.

It is probably too late to fix here but in a future game if you consider doing something similar you really should either make it much shorter (a dozen would get the same point across), give the player multiple "hits" or add in checkpoints.

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This may not be the correct technical term but when I play the game it starts fine but within a level or two starts running rather stutteringly before eventually freezing and having to be shut down via task manager. I kept an eye on task managed and the memory use of the game seems to constantly creep higher while playing it until it eventually is no longer playable. I took a few screen shots to help show what I am talking about.

If you check the bottom of each pic you can see they are taken roughly a minute apart (the memory use starts lower than this, I did not take a pic of what it starts at). I am on a somewhat older windows 7 PC but I believe I should hit the minimum specs, FWIW I ran the original game with zero issues and this doesn't seem markedly more demanding so far. I had turned the resolution down and turned off post-processing without any benefit.

Any help would be appreciated as the game does seem to be pretty neat.

So hey, I played through all of this and I have a quick question: After I finish what seems to be the last level and get the "you win" screen there is still one final block on the level select screen in the bottom right corner that is locked and unselectable. I'm curious if there is anything to it that I am missing.

Beyond that it is a solid little puzzle game. It is probably a bit too "finicky" at times (sometimes a block or twin only needed to be moved a slight amount and on the harder puzzles moving either a bit too much could be disastrous) but I thought it was a neat twist on the gravity switching puzzle genre and the puzzles did a solid job of exploring the mechanics. 

It might be impossible due to how it is programmed but the one thing that would have really benefited it would be the ability to take at least one move back. Too many times I accidentally shifted gravity in a direction rather than move the player character in that direction like I intended and being able to take that back rather than often have to restart would have been appreciated.

Also it didn't make a huge difference but putting the gravity shifting on ESDF rather than WASD took a number of stages to adjust to.

The game keeps crashing midway through the first level (at least a half dozen times so far) due to a "Fatal error. System.AccessViolationException: Attempted to read or write protected memory". I took a screenshot that I'll include here as it has a lot of text afterwards:

Now I am running this on Windows 7 so it may just be a simple "don't run on that, sorry" situation, but I figure no harm in asking if anyone knows a fix for this.

FWIW the first half of the first level seemed pretty neat! :)

I thank you for taking the time to respond and offering the best solution you could come up with, even if it isn't an ideal one. By pointing out the save game location you unintentionally lead me towards something resembling an actual solution, that I will briefly write here in case anyone else ends up in a similar predicament.

Rather than delete the save game listed under C:\Users\user\AppData\LocalLow\bubbles\Little Bug I moved it to the desktop and started the game back up, at which point it created a new save game (I made sure to get as far as the first checkpoint and then make sure that the hands were killing me; they did). It turns out you can open up the save file in wordpad and have it be almost entirely legible, so I started copying bits from the old endgame save into the new one to see if anything worked.

Eventually I figured out that changing the location to the final checkpoint (I believe it is named TheDesert) and copying over the X and Y coordinates successfully caused the new save to start at the last checkpoint, but it was still buggy. That said, I messed around and by increasing the X coordinate a bit (I think I upped it by 7) you spawned a few feet in front of the checkpoint and the hands once again killed you as intended.

The issue is that I still often come up short on those initial spring jumps and while I haven't fallen all the way through the floor at places I have gotten stuck in them for a bit so it is still not functioning ideally, but in this state it is likely completable. Personally speaking... this whole hullabaloo kinda burnt me out on the game if I am being honest (plus I was admittedly awful at it and would have struggled on that final run even without a week off), so I instead messed around with the X and Y coordinates in the save file until it spawned me right before the final jump, did that and declared the game beaten (ending doesn't run if you do this BTW which isn't entirely surprising).

Still I consider that closure and I walk away more satisfied than I would have otherwise, so thanks again for that last bit of info!

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Okay, I tried this again today and had 10 straight minutes of every single attempt bugging out in various ways, so I'm simply done with this. On the off chance it is helpful I took a few screenshots of what is going wrong.

Here is me falling short of this jump one of several times despite just holding down D or right on the stick the whole time (I alternated to see if it made a difference). As you can see I am currently midway through the pinkish purple hand that in theory should kill me, I will continue to fall off the bottom of the screen as the background scrolls downwards until it no longer can scroll any further. The only way out is to go back to the start menu via pause.

Here is a slightly different version of the second bug I mentioned before. I fell down here and got stuck in the floor unable to move rather than fall all the way through and then falling forever. I figured I would wait for the pursuing hands to kill me but as you can see they just passed right on by the little girl and her blue orb. I eventually tried to kill myself by maneuvering the blue orb directly into one of those shadow people which A) did not kill me, and B) somehow caused the girl to finally fall through the floor and drop endlessly.

I reset again, fell on those opening jumps a couple more times (each time resulting in an endless fall) and gave up. FWIW the game up until this point wasn't really buggy at all, there was one time (the part with the pipes you can walk through if you want) where I sorta fell/clipped a bit into the top of a pipe and got stuck but that's about it.

EDIT: Had an idea today, redownloaded the game and checked if that would maybe fix things.

It did not, but I learned that the collision detection on the hands just ain't working at all as this was from me not moving from the start of this section. At this point I am out of ideas, either a recent-ish update to the game borked this section or my game save is causing this somehow as, again, I moved its entire game install folder to the desktop as a "just in case" backup, redownloaded from itch, extracted to a new install folder and it is still like this.

I am right near the end of the game (what I assume would be considered the final "boss" equivalent) and this section appears to be beyond buggy. Sometimes on the initial set of "bouncy" jumps I land short for no apparent reason (you literally just hold right for the first bit) and fall, except nothing in the fall is killing me and I fall forever until I go to the pause menu and return to the start screen.

Worse than that a bit further in when the little girl has to fall through a blue block and then "activate" the tall black enemies literally 50% of the time she falls through the floor to her death when dropping in  when said blue block disappears (one time after literally standing on the floor for a few seconds while I maneuvered the blue orb she randomly fell through). This too on occasion does not result in her death, falling forever until I pause and return to the start screen.

This last section is already very long and rather difficult with no save points, having to repeatedly redo that rather braindead opening 25 seconds (I timed it) over and over as often due to bugs as my own failings has really soured the experience. The last five minutes I played I believe every single death was due to the game acting weird rather than me screwing up (which I have done plenty of times getting to this point). I turned it off after that and at this point I am 50-50 on ever going back to try and finish it up, I'm so close yet in this state I struggle to see the point.

I know this is made by a small team of individuals and you can clearly see the passion behind the game, and hence if this ends up read it'll likely be by someone who put a lot into this and will be bummed out to read this.  I apologize for that and you have my sympathy, but for whatever reason this last bit isn't even in a passable state and it is a darn shame.

Oddly enough earlier today I went to download a game from the Racial Justice Bundle that I added to my library a couple months back (The Old Man + Extra Chapter by Okamizt Studio) and it seems to be vanished with no way to currently download it or even get back to its original store page (if you search the actual bundle page it is still listed, oddly). I can't really complain as it was for charity and I got, you know, the other thousand-plus games, but seeing as money was technically spent for it it feels... less than ideal that it can just disappear from your library with no way to retrieve it. I know when games get de-listed off of say Steam those who previously purchased it can still DL it to their machine and I assumed it was the same case here, so I guess this is a learning experience.

Beyond garbage is way too harsh but this does have severe control issues. The mouse turn sensitivity is through the roof (seemed fine on the menu screen) as I basically had to move the mouse the smallest amount possible to have anything resembling fine movement as what would be a slow turn in any other game of this type would cause me to spin wildly here. If pressing left or right (or in my case A or D) let me strafe it may have been easier to work around, but having them also turn (also a bit too quickly) didn't really offer much of a benefit. The larger concept you were going for here was fine enough, but the actual experience of going through it was kind of a pain sadly.

In the future if you were to make another game similar to this and wanted to stick with a similar control scheme I'd recommend tweaking the sensitivity and controls a good deal or at least including an option to adjust mouse or turn sensitivity on the player's end.

Okay so ten puzzles a day was a bit of an overestimation on my part as they got rather tricky by the end, but I finally managed to complete all 300 puzzles! The final stats page said it took me 23h: 18m: 17s with an average time/puzzle of 4m:39s, total attempts of 1509 and average attempts/puzzle of 5.03. I have no idea if the freezes I experienced affected that, I tested a few times and it seemed to not affect the time tracking but I didn't really keep close tabs on it.

I started to jot down some thoughts and it was getting rather long, so would you mind if I were to just email it to the address that you listed earlier (or a different one if you'd like) rather than post it all here? It feels like a bit much for a comment thread, but if that is where you'd prefer it I don't really have an issue with it.

I did like it, I can fit that in here easily :) If I didn't I wouldn't have put almost a full day into it.

Sure thing, I'll make sure to collect my thoughts and share them once I finish the remainder of the puzzles!

That is a very generous offer, but as I've generally been knocking out ten puzzles a day as part of my gaming routine (it's like brain exercise, but fun!) if I don't get completely stuck near the end I have about five days left before I finish the full three hundred. Given how close I am to the finish I'd rather not put it on hold for an indefinite period of time, and I'm sure you'd rather potentially take on that level of rewrite without any additional bits of pressure as small as they might be.

That said, if you do get around to that level of rewrite and are curious if this particular crashing issue is resolved or not feel free to reach out to me as I'd be willing to go run into a wall repeatedly for a few minutes to check :)

Tried the new experimental build and loaded up 9x9 2-3 and the crashes still persist.

Thank you again for taking the time to try and fix this. That card is old but I've only once previously ran into a legit problem with it, but I would not be surprised if it is the culprit.

Okay, I sent a zip of that folder to that email address. 

FWIW I couldn't actually get the game to crash on that stage (5x5 1-07), I tried a few dozen times and nothing happened.  Crashing it intentionally seems tricky as just doing one or two move fails repeatedly seems to take a bit longer, although it seems quicker on the bigger, more complicated levels. I had the most luck with 9x9 2-3 doing right turn then forward, on subsequent loads it took 6 tries, 3 tries, 9 tries then first try before crashing.

I tried the newest build and it sadly did not fix the issue.

If you cannot fix the issue due to it being either an oddity on my end or simply because you no longer have access to a windows 7 PC don't drive yourself nuts over it. I understand that it's a year past release now  and as it's not really a "live" game requiring constant maintenance (i.e. online multiplayer etc.) that you've likely moved on to other things and it doesn't make a lot of financial sense to chase down random bugs in a game that's probably made most of its sales already. I just mentioned it as a point of record and on the off chance it was a well known issue with the unity engine that has an already discovered solution. 

Sure thing, I'm playing on a 64 bit Windows 7 machine. It is an older PC (intel i7) but it has what should be more than enough ram (8gb), although the graphics card is old enough (Radeon HD 5570) that perhaps it is the problem.

For others reading on the crashes aren't a deal breaker so don't go running from the game as I wouldn't have played through 230 of the puzzles so far if I wasn't enjoying myself, but if the annoyance of them could be reduced it would definitely make things even better :)

This is a pretty swell concept but it consistently crashes after every few failed attempts when trying to reload the initial puzzle state. Early on it wasn't a hassle but on these 9x9 ones where I'd otherwise just undo back to before a screw-up it can cost a rather lot of progress.

I got started on video games ages ago as a very little boy who found a Colecovision under his Christmas tree one year, and if there is one thing that system had a good number of it was games inspired by Pac-Man. While Eat Girl is perhaps just a tad bit too demanding to run on an actual Coleco, the basic design and protagonist would feel right at home on there and playing it filled me with a rush of nostalgia of sitting around the tv with my dad and sis passing the controller while playing Lady Bug, Mouse Trap or Pepper II. Thank you for that.

Also my favorite Coleco game was probably Venture, which was also the first video game to ever scare me as if you spent too long on a given room a dragon would appear with a terrifying noise and head right for you, passing over walls or anything really to kill you with a touch. Greg reminded me of that primal gaming fear.