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Lone Spelunker

A member registered Mar 05, 2016 · View creator page →


Recent community posts

(I'm guessing you're the person who expressed the same question over on reddit, but just in case...)

It's possible that there's a bug in the mystery generator that generates a "dead end" mystery, but I've played through the game to the end many, many times, so my impression is that it would be rare occurrence even if there is such a bug. You probably should not be experiencing this multiple times in a row.

More likely, there's just some clue or hook you're missing. Be sure to search all the crypts, read all the books in the library (the "?" icons), talk to all the people, etc. Also, note that some locations may be injected into the list of locations when you find things, so be sure to check and re-check your locations. There are also items that show up in your inventory that might yield clues.

Yes, that's a known bug. The version that is currently up is the "compo" version, which was frozen at the end of the competition for judging. I am working on a new version that will (hopefully!) fix the bugs and introduce more content.

This is a nice little clicker. Seems to have quite a bit of charm. But boy is it stingy with the advancement! I'd recommend ramping up the cost of plants much less slowly, or better yet, letting the player ramp up $/sec or $/click much faster, as that would probably feel more satisfying. As it stands, it got very dull very fast, with way too many clicks required to plant a plant. Unless you intend this to be one of those "walk away from it and come back later" type clickers, it would help to reduce the aggressiveness of those curves.

It really needs a save game feature (especially if it's going to be a "walk away and come back" type game).

The keyboard support is a nice feature. Pressing space bar on a laptop is much preferable to clicking a trackpad. I'd like it if I didn't have to click on what I wanted the space bar to do each time - perhaps you can instead have keyboard shortcuts for calling up the menu or doing other things?

It seems like clicking the portrait of the witch should do something, like give a temporary multiplier to the plant gains or yield a different currency. (Or just play an animation.)

Created a new topic Nice!

Love the minimalistic aesthetic for this game. It ended too soon!

Nice game! This has some interesting mechanics to it. A few suggestions:

* Needs some kind of visual response when you lose health, since there's a distinction between your core and your jelly. Screen shake, flashing the screen red, or something like that would help.

* The first time I played, I appeared in a room in the upper right corner that had no exits. It looks like the level generator tried to create a corridor going south out of the room, because it had two columns of "#" characters leading away from it, but there was no space between them to move my jelly down.

* Cosmetically, it might be fun to let you choose the color of your jelly. And some squishing noises as you move might be satisfying, too.

Replied to Graeme Borland in Bugs

No, the big red thumbs down button appears correctly; it's the little green "yes" button in the dialog bubble that animates instead of the little "no" button. The correct response happens - everything works correctly except that in the little dialog that shows "yes/no", the wrong button animates when you press your answer.

Posted in Suggestions!

Fun little game - really enjoyed it.

Some suggestions:

* Something other than the color-tinting for the time-of-day. I'd like to see the stars come out, the moon go up and down with the sun, etc. (Maybe you could do one of those "sun/moon" dials like you see on grandfather clocks in the background.) The town should grow dark, but the lights in the buildings should glow. The throne room could grow dark, but still have light thrown by torches. Etc.

* The lifeblood of this game, I think, is the set of decisions that have longer-term effects than just that one decision point. Recurring characters, town improvements, quests, etc., are what felt the most compelling about the game. You should add more of those.

* For replayability, I think you should have some of those decision choices be "branching", in the sense that if you, say, hire the witch, then some other character leaves town, and if you do not, that character stays and has its own effects. That would give you different characters on subsequent playthroughs, and also introduce an interesting meta-game where people try to decide where they want their kingdom to go based on the effects of the characters.

* I like the reports that show up that annotate the effects of your decisions at the end of the day. I think you could add interest by just having more of those, even if they don't change the effects. For instance, if you hire an exterminator to kill the bugs in the garden, you could dock the money immediately, and then show a placard in a day or two indicating that people are happy that the garden is free of bugs now. (More of this will also make it a little less obvious what the "correct" answer is, and make it feel like your decisions are more weighty, even though they have exactly the same effect. It would also be a nice opportunity to show a little drawing of the garden.)

* The people walking in and out so slowly gets a little tedious. Maybe speed that up a bit? And perhaps start the next person walking in when the previous person is leaving instead of having one person leave completely before the next person starts walking in.

* It would be nice for the king to be animated, giving thumbs-up and thumbs-down as part of the answer, or maybe nodding and shaking his head.

* I liked how the town was built up in the background over the early game, but it very quickly became static. Maybe just ramp that animation over a longer period of time? Or better yet, find a way to integrate the granaries, the gardens, etc., into the view of the town.

Anyway, that was a really fun little romp. Interesting how just yes/no questions led to some compelling gameplay.

Posted in Bugs

When you press the "No" button, the animation plays for the "Yes" button.

Thanks for reporting this! I've uploaded a build that should fix that issue.

Should be fixed now! Thanks for letting me know.

Thanks for the issue report. I'll look into this. I'm planning to release a new version of "No Crypto" here in the coming days that should address a bunch of bugs and include several new features.

Posted in Crash bug

Wow, sorry about that. Thanks for reporting this; I'll see if I can figure out what's up. I'm pretty sure it's platform-specific, since I've had the game running for many hours at a time in browser tabs without a crash on my development machine, so it might take some time to track it down. If you notice a pattern or see any error messages that might shed light on what's causing it, let me know. Thanks!

Nice. Thanks for helping me troubleshoot this.

All right. Okay. I know I have said this before.

But I have uploaded a new build that should address these keyboard issues in FireFox. Sorry for the trouble.

(And your comments about GIFFs and the Kanye tweet made my day! It's a good thing I wasn't drinking milk when I read that.)

Okay, I've posted a new build that I think will address the space bar issue in those locations. The different way browsers handle keys is driving me up a wall!

Thanks for taking the time to report these issues.

Great! Glad to hear it's working for you now.

Thanks for reporting these issues. Clearly, there are some keyboard handling issues that are more esoteric than I thought.

Thanks to a reddit user, I've identified a bug, fixed it, and uploaded a new build, which should address the issue you described. Or, at least, the bug I fixed could conceivably cause what you described. If it's still doing it, let me know.

Glad you like the game (and thanks for taking the time to say so!).

Okay, I've uploaded another build that seems to fix it on at least some of the browsers people were having trouble with. Care to try it again? Thanks!

Hmm. That's exactly how my browser sees it, too, so that's not the issue, I guess. I'm not sure what's causing it, then, so I guess I'm going to be doing a little internet research to try to figure this out! Thanks for taking the time to do that and get back to me.

Want to help me troubleshoot this? Can you go to this URL:

Backspace Tester

...hit the backspace key, and tell me what keyCodes it reports for each event type?

(Edited 1 time)

Glad you like the game.

I'd heard about issues with the backspace key before, but I hadn't heard about the space bar. I think what I'll do is experiment with stopping propagation of those keys to the window. In an earlier build, I was just doing a blanket block, and that was causing other problems (not the least of which being that it blocks popping up a debug window!), but I think if I do a more nuanced selection of keys, I can get around those problems.

I'll try to get a build up today that addresses this. Thanks for playing and taking the time to give feedback!

Edit - Okay, I just uploaded a build that should block space and backspace events. Try it out and let me know if it fixes that issue.