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KennyMakesGames

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A member registered Nov 23, 2021 · View creator page →

Creator of

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So glad you like it, thank you!!

Thank you for playing and for saying so!

ach I'm sorry to hear that, I recommend the downloaded version for optimal performance, you can also try lowering the graphics settings in the menu but the performance increase from that alone might not be enough. I'll aim to give it another optimisation pass soon though, thanks for the heads up!

Ah I’m so sorry, there was an issue with that build but it should be fixed now!

just wanted to thank you again for this, this got patched in the new update, cheers! 

Thanks! I hope you enjoy!

thank you!

you are awesome, thank you for playing!

That’s absolutely nuts for a first run score, well played, and thanks for checking out the game!

awesome, ok that seems easily repeatable, thanks! Btw if you ever feel like it, the game discord is an easy place to report bugs, there are a handful of other excellent bug hunter in there who would appreciate these findings :D

Ah, ok good to know but still, it shouldn’t happen! I’ll take a look anyway, thanks for coming back and letting me know!

Hmmm was this a duplicate legendary glyph by any chance? The logic *should* divide so if it doesn’t that’s another bug! I’ll add it to the list 👍

Fair enough but even then, I’d prefer it didn’t happen! The downloadable version will always run better if you keep having issues, however I’ll take a look at the browser performance again regardless, and thanks again for letting me know!

Hey hey thanks for playing :) Ah, that’s… not great! Was this playing in browser or download? It’s definitely a bit CPU intensive when everything is happening at once but it shouldn’t crash.. 

wonderful, thank you both so, so much!!!

This is incredibly wonderful to hear, I am absolutely delighted that you like it. Thank you so much for the kind words - there is no art department it's just me so I get 100% of the satisfaction from this compliment :D cheers! 

Thank you so much and please do, constructive feedback is the best feedback :) 

These are all great points and exactly what should be done, solid standard testing procedures but as a solo dev it’s often hard to find the time to test as thoroughly as you should! I have done all of the above however you can never test too much and there will always be bugs, please feel free to give it a spin and let me know if you find anything! 

Hey all - one quick note on the recent patch - I finally got round to hooking Butler into the build pipeline, so Mac builds should now hopefully stop screaming. If anyone plays on Mac and is able to confirm this, it would be hugely appreciated! 

thank you SO much for the wishlist, and yeah I’ll keep the casual difficulty manageable for all :) so hard to balance these things but all this feedback helps immeasurably! Thanks! 

well that is an especially unique exploit, I can’t imagine that’ll be easy to replicate :) wonderful find though, thank you so much I’ll deploy a fix in the next patch. Thanks for playing and so glad you enjoyed it!

thank you SO much, very encouraging to hear!

hey thanks for playing! haha inverted curse is honestly probably the worst one to get but for that reason I actually kinda love it :) I’m ok for publisher support at the moment but very kind of you to offer and best of luck with your publishing adventure! 

I’m so glad you enjoyed, thank you for playing! Nostalgia is 100% the aim here, so it makes me super chuffed to hear it brought back those memories for you, awesome! 

Hey, thanks for playing and for the feedback, and I totally see where you're coming from - it's an interesting discussion that I'll need to think on for a while. My gut reaction is that only a small amount of the content is actually available just now, however you are right in that the end goal is basically 'how big can I get my damage' so the changes between each run is somewhat limited to variations on that mechanic.

Most upgrades (or curses) fall into one of three categories - damage dealt, how easy it is to die and how often you trigger special attacks (which is really not that different from how much damage you do). I'm intentionally leaning into the Balatro or Peglin approach of trying to find near-broken combos being the 'core' part of the gameplay, but I also know I have nowhere near the depth of these games as of yet - and certainly not in the limited "1 table / 2 ball / 30 glyph" demo.

I also think the default easy difficulty might be too easy, since as long as you can keep the ball up then yeah it's basically just flip away somewhat mindlessly until you win. I'll maybe need to rebalance that a bit, or provide a better reason to play on higher difficulties as that's when the choices you make along the way start to actually matter. 

And I should maybe alter the description a bit so it doesn't promise the earth when in fact it's just a light-hearted pinball game with extra damage numbers...

Regardless, thank you for taking the time to write this, it's given me a lot to think about! :) 

thank you so much, this means a lot and I especially appreciate the tutorial getting some love I’ve changed it so many times :) thank you for playing!

Hey hey, thanks for playing yeah it might be a little bit too easy on easy mode, definitely a lot of balancing still to be done. I'm on it!

Well that's definitely not my favourite screenshot so far :) I'll take a look and see if I can get a repeat. If you're on Chrome you can right click the icon to the left of the url and select Site Settings -> Delete Data and it might reset the game data and let you back in, not a sure fix but might help while I identify the problem. Thanks for reporting and thanks for continuing to play even after that!

Hey, thanks for playing I'm glad it hit that nostalgia nerve, exactly what I was going for! I feel you on the aging reaction times though, will maybe slow the balls down a bit. Thanks!

Hey hey, it will indeed - here & Steam, with console ports in the pipeline as well sometime after

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¡Gracias!

🔥

Ah, clearly I’m not being clear enough! In short, complete 8 missions that are illuminated green to trigger Multiball (a Ritual), and if you unlock additional rituals by hitting the central Altar several times, the same applies for the respective colour of the unlocked Ritual. I will have a think on how to make this all a bit clearer. Thanks for playing though, glad to hear you had fun!

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hey thanks I’m glad to hear you enjoyed it! I’m all good for now thank you, but kind of you to offer!

Thank you for playing and thanks for the feedback! Really solid time too, well played!

As far as I’m aware there’s not a real table with a similar setup, but I’m fairly sure it could be done? Might be too much of a deviation from the traditional model for anyone to make one physically, virtual pins are probably the only way it would happen but would love to hear from anyone who knows more if that’s correct..

And yeah, the physics is currently set to a very high calculation rate so any lags can cause issues, but indeed this is a web-only issue as far as I’m aware. Lowering the quality settings usually addresses it as it’s most often the graphics/rendering that’s causing lag, but I’ll probably add a physics configuration in the settings menu at some point for extra control.

And I’m so glad to hear you liked the other parts of the game, a massive than you again for the kind words!

hey thank you so much for making this, the editing is so tight and the concisely delivered information is a really nice approach.


I’m so glad you enjoyed it, and the points about the shop and tutorial are heard loud and clear - I’ve been toying with the idea of removing the shop part of the tutorial altogether to get players into the game quicker, however that’d make the shop even MORE jarring when it triggers for the first time. For the shop, long ago I had it so that it required a button press to open, but a lot of players just don’t realise and went entire runs without any glyphs at all.

Theres probably a middle ground somewhere, I just can’t seem to find it! I’ll have a think. Thanks again for playing! 

hey hey thank you for playing! That’s so kind of you to offer, I’m all good for now but will def let you know if that changes in the near future!

awesome, thank you so much for the feedback and thanks for playing!!

Oh god this would be SO ace. I’d love to have dedicated support for vpins in general, it’s definitely a stretch goal if I get the time or the game does particularly well, but now I know BAM exists I’ll have to try and add support for it 😛