🤑 Indie game store🙌 Free games😂 Fun games😨 Horror games
👷 Game development🎨 Assets📚 Comics
🎉 Sales🎁 Bundles


A member registered 3 years ago

Recent community posts

(Edited 3 times)

So I incorporated a similar fix to rainybyte's - I can enter the game on Mac OSX. However, it's pretty laggy, harsh on GPU and music doesn't play (despite the title music playing, only sound effects work). I can't see the framerate, but I'd put it under 20fps. For reference, I can play games like Hearthstone, Shovel Knight, Braid and Undertale on this Mac at full fps.

Since the err.log doesn't really show me much, aside from there being a type error (trying to multiply an int by a float), I can't really help much until I look at this through a profiler (which I might try later).

Anyways, to get it to run, getting rid of the typing conflicts should help?

Edit: So I got around on using a profiler on it. The CPU usage seems to be in the right places (updating object logic and rendering). Instrumenting the game kills my fps, so I didn't play much, took me like 2 minutes to get through the first cutscene lol. For me, the profiler wasn't much help :/

(Edited 1 time)

You need to profile the game with a profiler and take a snapshot to see what's taking up the most CPU.

I use Visual VM. Here's a long-winded tutorial I made about it a while back: https://www.youtube.com/watch?v=UFRTSeG2e5c

Hey Solar, so I've played through much of the demo, and I've found a bunch of things I thought might be better to put into one post since most are pretty minor.

I couldn't play the game on my Mac machine, but I also have a Windows and Linux machine to try stuff on. I'm playing the game on Windows 7 on a gaming PC (so pretty good specs).

I'll split this post into three parts: the stuff I liked, bugs and suggestions

Stuff I liked

Eps controls great (although a little floaty for my taste). I like the music a lot, it goes really well with the art. The shaders are working great. The performance is good on my gaming PC, aside from the minor hiccups from when Java does a garbage collection (you might want to try gradual garbage collection if it doesn't slow down your game too much).


  1. When running from left to right or right to left with Eps, sometimes you can see the vertical tile seams. This happens in various areas in the demo (most prominently in the scrolling screen one screen to the right of the "fingerprint door" doors)
  2. My game crashed after leaving it open (literally doing nothing) after like 20 minutes-ish? Have not been able to reproduce this one though
  3. Not sure if this is a bug, but on the equipment screen there are a bunch of parts I have not gotten yet. More specifically the "shear legs", the "roundtable core", the "prescript 0-9-0 core" and the "deterrent arm", and I can equip all of them.
  4. I pushed one of the runny/jumpy guys into another screen and it kind of just chilled there (they don't seem to come back into the same screen). That or he was just stuck on something lol
  5. When I go fullscreen with an xbox controller, my xbox controller doesn't work anymore, I have to restart the game. Meaning, as of now, there is no way to play fullscreen with my joystick (since fullscreen doesn't stay active after a game restart)


  1. When you talk to characters, it's not obvious to me who is talking (mostly referring to the cutscene with Twent and Jeremy). I know their mouths are moving and stuff, but it's too subtle for me while I'm reading the text. I really enjoyed the way you did it with the old Gearend (with the faces), but even just a "Jeremy:" or "Twent:" when one of them starts speaking would be helpful.
  2. The fall right before Twent's room is not super obvious, but it's something I'd be watching out for as I play the game. I don't know if you intended that fall to be obvious or not.
  3. When you speak to any character, Eps always moves to the right of them to speak to them, even if I'm way on the left. I think it'd be cool if it moved to the closest place (either to the right or left).
  4. Transitioning between doors is too slow for my taste, it's almost like one second, I know it seems stupid but if you're going in/out of doors often, it's a little annoying.
  5. Saving takes too long for me. I guess it doesn't matter if you don't intend for people to save a lot though.
  6. Finally, if you're going for a more serious tone, all the characters are too light-hearted and fun. If you're going for a Cavestory type of feel, I'm not really getting it. However, this is only the demo, so I can't speak for the rest of the game. In case you're wondering, I really like the tone of the game as it is now.


As you might have noticed all the bugs and suggestions are small. As of now, I'd still probably buy the full game just off playing the demo because I liked it so much :)

It's looking awesome Solarlune, hope this helps a little!

(Edited 1 time)

That makes sense. Even though Java is cross-platform, I'm betting the shaders compile (or are interpreted) slightly differently on each system.

i.e. float by integer division might be only a warning with a Windows compiler but error worthy in a Mac compiler.

(Edited 1 time)

Platform: Max OSX - El Capitan version 10.11.6


  1. Open Gearend in fullscreen or windowed

Problem: Cursor is visible in both windowed and fullscreen

(Edited 1 time)

Platform: Mac OSX - El Capitan version 10.11.6


  1. Open Gearend for the first time
  2. Go into options and enable fullscreen
  3. Apply settings
  4. Close the game and reopen

Problem: The game is not in fullscreen anymore (windowed mode), but the options menu says that fullscreen is enabled. Toggling fullscreen to off then to on, puts the game back into fullscreen.

(Edited 1 time)

Hey Solar! Just letting you know that I'm having the same problems as rainybyte. I'm also on Mac OSX (El Capitan version 10.11.6).