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Marquis Kurt

A member registered Jul 06, 2018 · View creator page →

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Thanks for the heads up! While it is good to know that the community has ported the package over to that particular storefront, I don’t think adding it to the official downloads page would be a good idea, as it would imply that I provide official support for that specific package. Since I just discovered this, it’s clear that I don’t officially provide support through that storefront.

Figured I might provide some insight, as I have built the game on Mac from source. Haven’t noticed any particular bugs, even on the upcoming Ventura release. The only thing that I noticed was weird was the display scaling when turning on HiDPI; however, this is more of a Godot problem than this specific game’s problem. I found that doubling the window’s size for macOS fixes this particular issue, using the feature override system.

I’ve recently created an addon/DLC for Mannequin to give characters bushy tails, and I’d like to suggest including a form of manifest validation in the Developer Mode.

Initially, I had a configuration in which componentName was misspelled as compomentName; however, I didn’t discover this type for some time, wondering why Mannequin would keep spinning in a frozen state. Once I discovered the type, the import worked as expected.

I think it would be beneficial to include a form of manifest validation that would present an error if a specific key is invalid or cannot be found, to prevent these sorts of problems.

I haven’t done a lot of work inside, but I have noticed it is faster to open up and there haven’t been issues. I’m not able to recreate my export setup due to the content still being updated, but I’ll try to make a more complex piece from what’s available at the moment and try a larger batch export to see if there’s any noticeable change. I’ll update as soon as I have done this and some metrics, if possible.

Great! I’ll take a look as soon as I can.

I’ve used both GitHub/GitLab and YouTrack in the past for issue tracking. Generally, this is what I’ve come to notice:

  • GitHub works well when you need something quick that integrates with your project. It also works well for those that want to make a request, as long as they have an account for that service and are willing to use said service (I’ve had my fair share of no-GitHubbers since MS acquired it). I imagine there won’t be as much friction with GitLab, but I’m not too familiar in that area.
  • YouTrack is a very powerful piece of software and is really flexible. Guests can easily file reports without needing to sign in (given it’s configured properly for that project). JetBrains, the developers of the software, use it internally and are improving it. It does have a bit of a learning curve, but it can work well. You can see an example from my own here:

Suffice to say, I recommend looking at all the options, trying them out to get a feel for it, and then make a confirmed decision. Both work really well, and it’s sometimes difficult for me to stay on one. I’ve been using YouTrack more recently, but I have plenty of projects using GitHub issues.

I’d be more than happy to test a Universal 2 copy and let you know how well it works! Do you have an issue tracker or bug reporting site like YouTrack/JIRA to report any issues?

I love using this product and being able to export in batches. However, I noticed that I’m not able to export as quickly. I’m not sure what the cause is, but I wonder if there would be massive improvements to battery life and performance if Mannequin were to be updated to support M1/Apple Silicon processors.

If I recall correctly, I believe Mannequin is built on Electron. According to this article, v11 and later of Electron supports Apple Silicon natively: I imagine there’s a lot more work to be done besides upgrading Electron.

Awesome, thanks for the response! I’ll download the new update.

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Hello AR14 and Mannequin developers,

I saw your announcements on Twitter about some hotfix updates to Mannequin. However, I noticed that the Mac and Linux builds (40 and 41, respectively) seem to be well out of date compared to the Windows version (52).

Are all of these on the same version, and if not, do you have any plans on bringing these updates over to these platforms (even if not notarized on Mac)? I use macOS on a regular basis and love using this product on it.

Thanks in advance.

Edit: clarification.

Thank you! I’ll include it in the support doc until I can build new versions


Due to a massive oversight on my end, the JRE that comes with the game only works on macOS. Please read the support doc on how to get a JRE that works for your platform!!!

If you could provide the Windows JRE, that would be excellent. The documentation didn’t specify to make the JRE for each platform, though this should be resolved soon (docs, that is).

Please see the support document “What to do if the game doesn’t launch”:

I love it! It took me a little to figure out what I was doing, but it wasn’t too bad to where I couldn’t handle it. Artwork and music are great.

I’m unfortunately able to do anything for Windows as I cannot test for that platform. If you’re still having issues on Windows, you may want to try building from source at

Just wanted to put this here, but I’ve pushed out a hotfix for the game that lets you get past the dialogue. Turns out I forgot to register a signal with the @RegisterSignal decorator, though it worked fine in the editor.

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Hey, everyone!

Please use this thread to post your high scores! I also highly recommend listing the device used to achieve the score, since mobile devices will be at an advantage.

Personal Best
Device: Nexus 7 (Ubuntu Touch)
Score: 128

Yes, it does, though my advice can be applied generally.

Godot does support macOS export.

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There are rare instances in which a Mac is required to build a version for macOS. Most game engines allow you to make Mac builds pretty easily.

There are only a couple instances I know of where you need a Mac:

Like @ASecondGuy has said, if your engine has the ability to export to HTML5, you may want to do that if you’re worried that the Mac build will not work. Just a heads-up, though, that it may not work correctly in Safari on a Mac; I’ve tried playing many games online for jams, and it seems Unity WebGL doesn’t play nicely with Safari.

This one’s pretty fun! I’d love to see a downloadable version of this, because sometimes the Ctrl doesn’t register in the web version (I’ve noticed this a lot with my Godot projects), and it can often lock up the browser.

No need to worry. I believe this is more of an issue pertaining to Unity WebGL than your game itself, because it happens a lot to other games.

I must have a real bad judgement with projectiles. Well done!

It appears that the downloadable only works on Windows and not Linux (unless you’re using Wine to run it) or macOS.

Would’ve loved to try this out, but it seems that I can’t play it under Safari. :/

Pretty interesting game! Like a unique twist on Tetris.

Good game overall! I wonder how the gameplay could be affected if there were a visual indicator for when you have a package already in your hand.

Looks great judging by the thumbnail, but I’m not able to play this on Safari, sadly. :/

Nice! It reminds me of the NetWalk game.

Hey all,

I’ve released a postmortem that explains the process behind this game as well as what I’ve learned. I hope this clarifies some of the choices and issues in the current release.

While I usually appreciate feedback I receive, I find the wording of this a little offensive, as if I have never done software or game development before. Nonetheless, I will try to address the points you have mentioned.

When I started planning the game, I didn’t consider whether vertical or horizontal running would be more efficient in completing the game’s objectives, because I would’ve left that up for experimentation; additionally, I needed to make a design that would work on mobile devices as well. I designed the game loop in such a way that when the player reaches a certain point on the may, they teleport back to the top, and everything is re-generated on a random basis. The only way I could get it to look remotely seamless in the time that I had was to compromise by not having the player start at the top. Sometimes it’s not that seamless because the obstacles can generate in the region where teleporting occurs.

I also had initially written the prototype in C# with Godot before realizing that, besides going over the 3hr limit, I was nowhere near done because I felt that I was too slow in C#. I practically reset the timer and redid all of the work I did in GDScript, and added other features such as the power-ups. I had a build ready and up for testing, but I didn’t receive enough feedback to warrant any major game-changing changes. I kept the game as it was, added the missing assets, and submitted. I’d also like to point out that my time was limited, because I visit family members on the weekends to play cards in the summer.

I acknowledge that there are areas for improvement, as I did notice a few bugs in the endless mode; however, given the circumstances, I did not have the time to be able to make these changes before the deadline.

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I’d love to see how far you get in endless mode! Write your high scores here on this thread.

Note: it is recommended that you record your screen to get the score listed in the top left, as it does not appear on the game over screen.

Hello :wave:

Interesting point, but I think there’s something to be said about its simplicity, even if lacking more in gameplay. I feel like if I added more to it, it would take away from the main point of the game.

Looks great, but I can’t seem to play this under Safari. :/

I will admit, you did kind of stump me by throwing in the timestamps as a red herring. But a decent puzzle otherwise; kinda felt like a TED-ED riddle.

I wonder how it would look and feel if the visuals were updated, maybe with some pixel art or a flat 2D style?

Close, but not quite? I know that you can launch yourself with F.I.N.D., but the best way to reproduce what I am describing is:

  • Position F.I.N.D. like you want to launch up.
  • Press W, without firing F.I.N.D.
  • Notice that the player is propelled erratically.

That glitch did help me in some levels where jumping didn’t work, though.

I liked the visuals! Took me a second to figure out what I was doing, though.

Then again, I “had to look for it” (ba-dum, tss!).

Interesting concept! Felt pretty similar to some levels in Spelunky where you have to go off of the lights and sounds in a darker environment.

The visuals and gameplay were great! Felt like a game I’d find on the Google Play Store from years ago, something like Type:Rider.

I noticed a small “glitch” pertaining to the F.I.N.D. when positioning it underneath you and jumping (at least I think it is).

Well done!