Thanks for playing! I don't have any projects which are meaningfully en route to completion right now, but I'm always increasing my power level, and my "main" project is something I'm thinking about nearly daily. Who knows what my next release will look like, to be honest. Even I don't really know, my hyperfixations are too all-over-the-place.
LAWatson
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I honestly don't know how it happened either! I remember using a browser extension or something like that to download the song from its source, and I think maybe also editing the music in Audacity, so those are the two best culprits I can imagine to how that somehow ended up in the metadata. I don't even have that song on my hard drive. It's as bizarre to you as it is to me.
- The ingame story does not 100% parallel the reality of the game's development, there are several major differences.
- I haven't played Chip's Challenge, so any coincidences are coincidental.
- I picked "Kina" as a name because it's a funny cute pun on the word "Key". This world isn't meant to parallel Touhou, so any coincidences are coincidental.
- I can be many things.
There's a chance that the game failed to extract the music from the files on startup (if using exe) or if you were running the game from inside a zip file (compressed build). There's not much I can do about the problem if it persists, but do try to make sure that you're not running the game inside a zip archive.
Wow, I updated the game yesterday and forgot this one once again. A slippery little snail for sure. For the record, opening/saving/compiling the project is a ton of work even just for a task as simple as replacing a tile, so there's a good chance this one will remain until some unforeseen far future update...
That's actually purely a visual bug, and one I knew about nonetheless, although I didn't know it could happen in this specific case. Basically (rot13) Pbzob qbbef unir n qvssrerag fcevgr frg guna abezny qbbef, naq vzntvanel inevnagf jrer arire nqqrq. V gevrq gb hfr ahzrevpny ybpxf sbe rirel pnfr bs n Pbzob Qbbe juvpu pbhyq unir vzntvanel pbcvrf nccyvrq, ohg V sbetbg nyy nobhg guvf bar. Hafher vs V'yy svk vg nalgvzr fbba.
I know someone else made a thread about running the game on gnu/linux here, I'm not sure if it'll work in your case but I know they experienced and subsequently fixed that graphical glitch and got the game working. https://itch.io/t/3508853/how-to-run-on-gnulinux-probably-any-nix-system-works-s...
Update 3: Made everything for all the intro/ending cutscenes, as well as the credits. This means the game is now playable start to finish! I still need to go on a bugfixing rampage, and there are two tiny features left to add, but wow, I can work fast when I want to, I guess. (This does NOT mean the game is coming out in the next few days, it will still take a while! But this amount of completion is a good sign that it will have a timely release.)
Lbh pna vagrenpg jvgu vg va gur qrzb irefvba naq "fbyir" gur chmmyr vg'f zrnag gb fbyir, ohg vg'f abg irel jryy gryrtencurq. Nsgre vg'f npgvingrq, lbh unir gb qb fbzrguvat ryfr va gur chmmyr gb "hfr" vg, naq vg'f abg n pbageby cerff. Va gur shyy irefvba gur chmmyr vf punatrq gb zber cebcreyl grnpu vgf zrpunavpf.
I understand the need for key rebinding, and I've been working on the options menu for a while now for the full release. Unfortunately, the demo version of the game was not maintained as its own version, and it would now be substantially harder for me to make a new demo version with key rebinds (harder than just continuing to work on the full game to completion). There *is* a config file in AppData/Local/I_Wanna_Lockpick which has some (but not all) key binds available to change by changing the ASCII values assigned to the buttons, but some binds in the demo (such as the 'A' and 'H' binds) are hardcoded. I'm aware it's not really ideal, but at the very least, it won't be an issue anymore in the full release.
I'm past the point of adding new mechanics, and while I had actually pondered water before, I didn't think it really fit in with the rest of the mechanics (1-way passages are the most platforming the game gets). Who knows, though. Maybe when everything else in the game is made, I will add a little pool of water just for you. (Maybe don't count on it, though...)
