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Colin EUMP

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A member registered Feb 04, 2014 · View creator page →

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It should have music during the intro cutscene and again once you get out of the starting cave. It doesn't have sound effects because I ran out of time during the jam.

Thank you for pointing out my mistake.

I was not aware that the adult search option would still be there without the setting. I do know from experience that it isn't there if you aren't signed in though. That said, I don't think parents should be allowing their children to get accounts or even wander unsupervised if the parents don't trust the children to use their own judgement on what is an isn't allowed for them. The fact is uncurated indie games can have arguably worse things in them than nsfw content (such as outright propaganda). As such, I think publishing games, especially horror games, should really only be done by adults to begin with, so that issue with the adult setting is not something I'm concerned with.

That was intentional. Besides Mr. Trenchcoat being not a very good dungeon designer, I really like it when games can be beaten early. If you do want to go back and find Amelia's hideout, here's a hint: The criss-crossing bars on the windows and scaffolding form arrows in a couple spots that point to where you can find secret entrances.

Also thanks for playing.

Err...did you click on the wrong reply button? I have no problem with the NSFW section. I regularly read/play the vns there, which is why I know they have way more than just porn in them.

(1 edit)

Just to be clear, you are aware that you can't access the NSFW section without an account that opted in to allowing it right?

I don't see any reason for a parent to allow their child to have an account.

Edited: accidentally put "with" the first time

If children know enough about the internet to be able to make an account and set the account to show NSFW content, then they're already good enough with the internet to find their porn on their own.

Also, if you really think the NSFW section was just porn, then I doubt you saw much of it. People can get porn anywhere, so the stuff that gets posted here needed at least something more than that.

I didn't realize it wasn't. Fixed.

Thanks for the help. That is a very different problem than I thought. It turns out the issue is because I forgot to skip the automatic sizing for the offline version in the browser build. The reason I wasn't aware of it before is because no one I knew had a screen with higher than 1920x1080 resolution, which is the condition to play in a bigger window. This should be fixed now.

I also added the drop through platforms ability. I think the only reason it wasn't there already is because when I coded the base gameplay I didn't know whether that would break any of my ideas for puzzles. I also added a second and a half on to the cave timer since I've heard from other people that it's too strict. However, I do want it to be challenging.

I can't really do the camera movement on switches, because the jank way I handled the image loading would result in massive pop-in. This was a consideration back when I made the game, which is why I made sure the sound would be directional.

Thanks for the feedback. Regarding the web version, it is less an engine issue (I made the engine myself after all) and more a library, toolchain, and even platform issue. Both the windows build and browser build (which uses Emscripten, similar to Unity) insist on defaulting to the resolution being 1.5 times what I set it to. I've figured out how to get windows to cut it out, but I don't know how to get Emscripten to.

To that end, when you say it can't be played properly, do you mean it displays in a weird way or that the browser actually rejects it?

I just updated the game page with an extra version that can be localized more easily. Depending on what you think is needed, it may not need anything more than just editing a bunch of images. Feel free to make whatever localization you want and post it where ever you need for your portfolio. Just make sure the Hololive and Nanashi Mumei credits remain intact so their copyright isn't violated and don't try to involve any money (there's a separate license needed for that which would complicate things).

If anything about the process is still too hard to figure out, feel free to ask.

Thanks for playing/reading. I'm glad you had enough time despite all the fan work you do.

On the subject of getting better at coming up with gameplay, I would recommend considering, once you know who and what the player is going to be playing as, trying to consider how that person or thing would view its own movement. Just given how they move, I don't think actual flies feel the physics of their own bodies much. As such, I would've recommended much higher acceleration with a straight cap on movement speed, so that the feeling of inertia is nearly non-existent.

Good work. It's more on the casual side for my personal tastes, but that's just cause I play way too many of these sort of games. The levels have a nice sense of flow, and I liked the secret path.

That said, I noticed the pixel platformer pack is CC0, meaning it is allowed to edit the contents when using them in your own games. The reason I mention that is the cactus didn't look dangerous to me, so I thought it was part of the background at first. I think making the border some shade of red would've helped.

All the gui styles are showing just text with no background. As a result, I can't read half the text.

I think this is a fairly good tower defense prototype. My biggest complaint would be the lack of narrative flavor. That said, I'm not really sure what half the towers are actually doing. More pressingly, the base kept lose hp for no discernible reason during my run. I still got to 12 storms, but I couldn't figure out what was damaging the base. The creatures never got close.

Other than that, I think the choice of red on blue for the text to upgrade towers was a poor choice. I get that the red is indicate loss of gold while the green is to indicate an increase, but really it just made the cost hard to read.

The options menu is a curious addition. The key config is completely indecipherable, while the listing of a "windowed" mode is something I wouldn't expect from a game I can't download.

Thanks for playing. It sounds like you encountered the first optional boss. The sign beforehand warns about that, but judging from the comments it seems like I didn't make it clear enough that signs can be read.

Regarding the enemies, my plan was to have the slimes be hard at first then stop being hard once the player got some more die faces with higher damage. That's part of why the chest early on has a really good die face in it. Unfortunately I had to keep reusing the same enemies with more health because of running out of time before I could finish coding the other ones.

I am currently working on a windows port for people who aren't comfortable using emulators. Other than that I'll wait to see how many people actually play the game before deciding on whether to make more versions. 

Oh, and thanks for playing.

To clarify, the part that I have trouble believing is that a hearing device would be needed to hear that sound. If you think it's worth the trouble to change, I would recommend just changing which sound the main character needs to listen for. The use of a glass is fine, as that is actually something that spies used to do in real life.

Thanks for playing. To be honest, I'm not sure if other Hololive fans would necessarily get my humor either.

I entered the solution to the access panel puzzle as shown in the walkthrough and nothing happened.

Besides that, I don't get why the fire alarm in the room would need amplifying to hear it. Those tend to be pretty loud, and if the doors and walls are thick enough to block the sound, then they'd be thick enough to prevent the glass method from working.

I don't think it's a good idea to have players control 36 starting units unless there's a way to command large group all at once. Otherwise it's just too tedious. Also having them move one at a time at the end of turn takes a really long time.

Two things stand out to me: 1. without a way to look down, there's no way to tell when a drop is safe or not. 2. the visuals have a lot of places where something is in front of something else but shares the exact same colors, making it hard to distinguish.

I'm left with 2 questions.

1. Did you actually test to make sure the cpu is possible to beat?

2. Why did you record yourself?

The levels in this game are too long. I get that's it's a frustration game, but the time between attempting each challenge just emphasizes how tedious the movement is.

I tried it on mGBA and I noticed a bit of tearing in the center of the screen whenever building a bridge.

Your aiming controls seem overly complicated. More importantly, having roll and free aim on the same button seems like a really bad idea. Other than that, I think you need a separate roll animation for going up.

Not being warned about the green arrows really hurts the skill aspect of this game. Also, I didn't see any in-game shop.

I'm a little confused by your usage of the word "container", but I'm even more confused why a toolchain for homebrew would need 10 GB of space. The latest version of the relevant ARM toolchain for GCC is only 2 GB, so what's the other 8 for?

I think the in-game numbers are too hard to read. I had to look at the score number to figure out if the green bits were giving points or taking them away.

There's a lot of cases where it seems arbitrary which tiles get combined. Is there a rule for priority?

If you feel like improving this at all, the first thing I would suggest is to have the obstacles disappear at a negative x position equal to the width of the image. The second thing I would suggest is to not use purely random positioning for the obstacles. As things are at the moment, the game is more luck than skill, specifically luck in how vertical or horizontal the arrangements of obstacles end up being.

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This part has inconsistent visuals that feel like bugs. I've already finished the game, so I know what the correct path is, but I thought this would be worth pointing out.

Other than that, I get the Fez influence, but I'm not sure where the Bennet Foddy influence is, beside the pun-based title.

I tried mashing buttons to follow the intended usage as described on the game page. The engine ran out of sprites, resulting in an error screen. Specifically, it says "output_sprites vector is full. can't hold more sprites." Specifically that seems to happen whenever mashing buttons while holding the 7th chord button.

On the concept itself, I think this might be down to differing musical tastes or different expectations on who would use such a device. However, I think the idea of giving musical inspiration and the idea of restricting to only what will basically sound good are conflicting ideas.  I've seen it elsewhere too, though, so your tastes might be more popular in the hobbyist game dev sphere. (also my liking of the locrian mode and modes in general may be an indication of what sort of musician I am)

There's not much to say about the game itself. It's competently made. However, I think it'd be a nice feature to include a pause button.

That's nice, but if it's not obvious from playing the game, then the description on the game page would be a better spot to clarify that. I'm not aware of many players that would want to watch a video to learn how to play a video game.

The idea isn't bad, but I think the use of disparate timing mechanisms hurts this game. The timed blocks, and movement platforms have a lot of interactions where I can figure out what the result will be, but I'm left confused as to why. Adding in that gravity has its own time variable then just makes the whole endeavor feel arbitrary. I also think the puzzle design is sometimes a little too reliant on making the player travel to find an offset, especially in places where screwing up the first time means backtracking around the whole puzzle area.