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Iliyas Jorio

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A member registered Sep 06, 2021 · View creator page →

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You’re so welcome! Glad you like the ports! Enjoy :)

OK, I’ll make a note to restore player-relative controls in the next update.

Sorry to hear that. This isn’t supposed to happen, so I’ve asked itch.io to give you a refund (it may take a couple days to process).

Yes, it will run on any modern Mac with macOS 15!

Sure! The source is open, so feel free to fork the game and add achievements to it. If you have questions, my email address is on my GitHub profile (you have to be logged in to see it).

Hey! I’ve only tested the game on Xbox Wireless Controllers and PlayStation 5 controllers, so I can only vouch for those personally. Apple even has official instructions on connecting them to your Mac (1, 2)

I realize that these aren’t super cheap, but unfortunately I can’t guarantee that the game will work with other makes. However, the input system that I use in the game claims to support some more devices. Looking through the list of controllers that are supposed to work, cheaper options might include “8BitDo Zero 2” ($20) or “8BitDo SN30 Pro” ($40). However, I’ve never tested the game on those, so purchase them at your own risk!

Glad you’re enjoying the port! In level 5, there are 10 farmers, 7 bee ladies, 5 scientists, and 6 cheerleaders, so 28 in total. But, since this level is very open ended, the game might be too eager to summon saucers to capture humans that are out of reach… I don’t know if it’s actually possible to 100% this level without cheating.

You’re very welcome! Enjoy :)

If you’re on Windows, create a shortcut to the game, then in the shortcut’s properties, add this to the end of “Target”:

--fullscreen-resolution 1920 1080

Make sure to leave a space between “Bugdom.exe” and this text.

Hi! It’s technically not too difficult to do, however, some game mechanics depend on the current draw distance.

For example, the game will not spawn more than a certain amount of enemies around the player, in an area that matches the draw distance. Increasing the draw distance will throw this off balance and we’ll need to rework the way enemies spawn.

Also, increasing the draw distance too much may alter the general mood of some levels if we’re not careful.

So, the only reason I haven’t put an option to increase the draw distance is that I haven’t had time to do the tweaking and playtesting to make sure the game stays balanced.

Glad you like it! Enjoy!

This gets requested every now and again, and I do agree that it would be cool to see the games on there. Unfortunately though, I currently don’t have time to tend to 8 separate Steam releases (for each of my Pangea ports) with the extra work that it would entail.

Glad to hear that my ports have enabled you to revisit your childhood memories! Enjoy :)

Hey, I don’t have a Steam Deck so I can’t troubleshoot this, unfortunately. Perhaps you might have better luck with the Flatpak version (go to Discover and search for Cro-Mag), or you can try to grab an older build of the game.

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Hi Benjamin! That’s an exciting project!

Here you go – Otto Matic models and levels as OBJ files along with their textures (note: the levels are rough conversions). There’s also a BG3D/Skeleton animation viewer in there that you may find useful.

Once you’ve fleshed out a playable demo, you should also get in touch with Brian from Pangea. Looking forward to seeing your progress. Good luck!

Thanks for your message! Glad you’re enjoying my ports! Have fun :)

<3 Thanks for your heartfelt support!! I was completely gaga over Bugdom as a kid - it’s a treasured part of my childhood as well :)

Thank you for reporting this! I intend to fix this in the next release (I don’t have an ETA, though.) Other framerate-dependent issues are being discussed in this GitHub issue as well. Let me know if you come across more framerate-dependent physics.

Sorry, the AppImage requires at least Ubuntu 20.04.

The reason is I use GitHub Actions to automate the builds. To build AppImages, I use the oldest possible Linux runner that they offer to ensure compatibility with old distros. That was Ubuntu 18.04 until April 2023 when GitHub Actions stopped providing that version and I had to migrate the builds to 20.04.

The other games that still work for you were built on a Ubuntu 18 runner before April 2023.

If you really want to play on old distros, you can compile the game from source.

Sure! I’ll submit it to Flathub soon :)

Yes! Check out https://jorio.itch.io/bugdom2

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Here you go:

The original font is Bauhaus.

Glad you’re enjoying the port :)

I hope this one will work - https://www.dropbox.com/scl/fi/if8i938t3axmm07zflq7f/CroMagRally-verbose-2023-09-19.zip?rlkey=4reck6ueu17g6bedqprbaf1sy&dl=1

If it fails again, this time you’ll be prompted to send me a crash dump file, which will help me figure out what’s going on with fewer back-and-forths ;)

Please try this one: https://www.dropbox.com/scl/fi/hjq2gcxc0djod0da7qh0l/CroMagRally-verbose-2023-09-17.zip?rlkey=sctr79cvyw8qbl60xk0812v53&dl=1

Please try this special build which contains extra debugging info:

https://www.dropbox.com/e/scl/fi/utfjzsjs0eg3frz12mwia/CroMagRally-verbose-2023-09-13.zip?rlkey=5rye4l6a1bnqhso4gazsgl4i6&dl=1

If it still fails to open, please attach a screenshot of the debug window. Thanks!

It’s exactly the same. I publish updates on GitHub and itch.io simultaneously. This is just a friendlier landing page than GitHub.

Yes, go into the game’s settings (walk over to the joystick icon in the main menu), then enter “Presentation”, then change “Game Title”.

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Hi! I’ve never seen this issue before. Can you post a screenshot of the error? What are your language settings in Windows?

Also, are you getting the same error with other games that I’ve ported? (Bugdom, Nanosaur, etc.)

It’s both. You can toggle between OG Nanosaur and Nanosaur Extreme in the game’s settings (look for “Game Difficulty”).

Download the Windows zip then look in “Documentation”.

You cannot set the resolution from within the game for now.

However, you can change your display’s resolution prior to running the game. The game simply uses the display’s current resolution.

I don’t, but feel free to mention the game anyway :)

You’re welcome! Yeah, the ports wouldn’t have been possible without Pangea’s approval, so big kudos to them :)

I’m not planning to support Solaris, but you can try to build the games from source: https://github.com/jorio/CroMagRally/blob/master/BUILD.md

Thank you for your heartfelt comment, you made my day! Happy to hear that you’re enjoying the ports! Have fun ;)

Hi, the modern version of CMR does not support single-keyboard multiplayer (here’s why). However, if you only have one controller, the game will let Player 2 use the keyboard.

Hi, unfortunately 32-bit builds are not available. However, you can build the game from source if you really want to play: https://github.com/jorio/CroMagRally/blob/master/BUILD.md

Hi! Unfortunately the netcode in this game is kinda flaky and it pretty much requires playing on a LAN. Since the experience isn’t great I haven’t made a proper release with networking support yet. However, if you have some programming experience you can try out the “net” branch of the game: https://github.com/jorio/CroMagRally/tree/net

Thanks for playing! Really appreciate the constructive feedback.

I was thinking of implementing upgrades that shoot downwards to alleviate the issue of bats that manage to fly underneath you.

As for movement that sometimes feels out of control, I think that might partially be caused by a flaky implementation of one-way platforms. When a ton of ash is piled on a platform and you jump up through it, the game hoists you to the top of the mound of ash. But I haven’t nailed down the feel of this – it probably happens way too fast and people might go, “whoa what happened”. I’ll probably rework this if I decide to refine this game after the jam.

Or, perhaps you meant that the character kinda glides too fast across the width of the playfield – especially on steep slopes – and I’m definitely thinking of tweaking this as well.

Extremely well-executed puzzle platformer!

It’s clear this game was carefully crafted for 64x64. The game embraces the restriction, and as a result the low resolution fits the game perfectly. The character’s sprite features very expressive animation packed in so few pixels. The puzzles are bite-sized, which is perfect for getting into the game — but this doesn’t mean that they aren’t challenging, far from it!

Also, wow, there appears to be so many levels to choose from! I haven’t seen all of the game yet, but thank you for adding a save function. I’ll definitely revisit this game after the jam, pick up where I left off, and complete it.

The hub world which ties all the levels together is just next level for a jam game.

You did an amazing job with this entry. Please make a web version after the jam so I can play regardless of the machine I have at hand :)