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A member registered Dec 18, 2016

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Just tried running the new v1.4 on my Ubuntu-MATE 19.04 system, and unfortunately I don't get much further than with 1.3. The regular and "nwjc" versions both immediately crash on hitting "New Game" (I sent a report already), and the "new" version works fine up until the first combat, where I receive this message:

This is actually a slight improvement over 1.3, because at least I'm now able to navigate the combat menu, even if it does die when I try to actually do anything. But I'll take what little victories I can get at this point.

I really like the idea and look of this game, but I'm at a loss figuring out how to progress at all in it. 

I've mined ore, I've gotten the three different plants available to me, and....that's it. Despite it being billed as a chill game, I'm basically locked into this endless round of watering plants over and over again, with no real idea how to do anything else. It's feeling more like a chore that I'm pressured to do rather than a way to chill out, and there's no clear way to progress to the nifty colourful plants in the screenshots, or anything beyond the little area I'm in.

Do I have to fill up the area? Do I need a certain number of each plant? If I don't keep watering everything will the mature plants die? I don't know, the game doesn't really give me any guidance on that stuff. And the little guy who gives me orders doesn't give me any hints either.

Seriously, I'm at a loss.

Are you planning on making the full version of the game available on Itch when it finally leaves Early Access, or will it be Steam-only? I would love to buy it here if possible at that time.

Good to see things coming along. Is there any progress on getting a Linux version working?

I think I kind of get the idea, although the explanation still confuses me. But if I read this right, there are four criteria: Number, colour, shape and fill. 3somes have to have only one of those in common, the other three criteria must be different. So three square cards must have different colour, number and fill. Similarly three cards with two items on them must have different colour, fill and shape. Those are 3somes.

I don't know if I've encountered any where ALL criteria are different or the same, which is what the directions had me looking for. i.e., all four criteria match, or do not match.

I love the presentation, but can't seem to understand the criteria of what constitutes a 3some. Going by the hints doesn't help, because it selects stuff that's not "everything matches or nothing does". Often it'll pick stuff with the same number, or two of the same number and shape, with one outlier, etc. 

Honestly, it's not clear to me what the game accepts as a valid set, which gets quickly frustrating. There's a good solitaire matching game in there, but I think the explanation needs a lot of work, better examples, or something.

Also getting crashes on Ubuntu MATE 19.10. The regular version crashes when starting a new game, although the menus work fine. The nw version crashes during combat, and the other one crashes on startup.

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It's a shame that you don't have a working Linux build yet, since I enjoyed the prototype version immensely. I really hope that you do manage to get it working and update the game to include it soon.

It's a pity I can't even play the prototype any more, even though it worked fine.

I only just heard about it and already I'm excited. Can't wait to see how this develops.

Hopefully you'llmake it available for Linux when the time comes, like your other games.

The game doesn't remember my settings between sessions. If I, for example, lower the volume then quit, it will reset itself to max when i start it again. The same applies to combat animation speed.

I had the same volume reset trouble with the previous version. Running it on Ubuntu MATE 18.04.

CrossCode community · Created a new topic Not on sale?

Why is this on sale on Steam, but no sale here? Both services are having winter sales but I don't understand why the discrepancy.

Can confirm. Mouse no longer trapped. 

Still starts on my non-primary monitor, which is a pretty common issue.

My review has been posted. You can find it here.

Very nice, thank you.

By the way, I'm curious about the soundtrack to Kingdom Ka. Is it available anywhere, like Bandcamp perhaps?

Thanks for the quick reply. I'm writing a review for Gaming On Linux right now, and I'll be sure to include that info.

As gorgeous and engaging an experience as it was, I had considerable trouble running the game on Linux. Trying to run it from the Itch desktop client, it failed since it was looking for an older version of libavcodec. Running it from the tarball worked better, but it didn't respect my primary monitor and opened on my secondary, and the mouse would only move on half the screen. I ended up having to manually disable fullscreen to get it to work properly, which was less than optimal.

I enjoyed the game all the same despite those problems, but it's something you should definitely be aware of moving forward.

How do I install this on a Linux system? I have a couple of zip files and a "debian binary" that seems to do nothing.

Low Field of View settings, especially on widescreen monitors, can absolutely give you motion sickness. Look up "simulation sickness" for more details on how it happens. Things like motion blur and head bob while walking can make it worse.

Unfortunately, from the multiple people reporting nausea playing this game it looks like I won't be able to play it unless the dev decides to look into those issue. A shame, since it looks really interesting.

This could really use some balancing. Definitely a good idea and I like the style, but it's really hard to get your feet under yourself or really know what to do. No matter what, you're going to be losing resources hand over fist, even with a farm, without really knowing why.

There's definitely potential here.

The seed for what could be a great game, for sure. There's not much actual language learning yet, since other than clicking on selected items, there's not a lot of context for the words you learn. Hopefully that's something that gets added at some point as you get the mechanics solidified and start deepening the NPC interactions.

I managed to get outside the town through a gap near the sailboats, onto a largely empty plain. 

I will say that I am quite impressed with what you have here, and would love to see this meditative, absorbing experience expanded with more interaction between the character and their environment. And thank you for making this available on multiple platforms. As a Linux user, I appreciate it.

I find that on the idland where the chicken-person talks about plants growing, if I go on to the upper balcony a red halo appears around my character, suggesting some sort of action to be done. But I clicked all around, and nothing happens. What am I not seeing?

I like the view and the plants, but the lens thing still makes no sense to me.

According to their blog, it isn't. Mac and Linux support have been officially dropped.

From the dev's blog:

No more Linux and Mac support!
Unfortunately, we will no longer support Mac and Linux. Since we are three people, and we do not work on Linux or Mac, we don't have the time or resources to develop to these platforms. As the game becomes more complex, more and more problems arise specifically on Mac and Linux, which means we would have to spend too much time fixing those problems. We're really sorry about this, and we hope to be able to port to these platforms in the future! We hope you understand!

I'm on Linux myself, so I sympathize. But it looks like we shouldn't hold our collective breaths.

A thought about food and water.

You could have both hunger and thirst diminish at a set rate, but for thirst that rate could increase while you're in the sun, reverting to a lower rate when you're in shade. Likewise hunger could increase while you're using tools, before returning to the base rate.

This would allow you to introduce a reason for the player to build shelter from the start, without making it overly difficult in the early game.

Running the game on Linux (Ubuntu 16.04), I find that I have very little in the line of sound. Here's what I do hear, although very quiet:

  • Throwing the hook
  • A faint sound when I'm getting thirsty
  • A planting sound
  • Placing construction

Again, all of those are extremely faint. The shark attacking the boat is utterly silent, and I don't hear anything when I hit it with the spear either. The only way I know the shark is attacking is if I see it.

Scuba seems unrealistic, given how much gear is involved, but snorkeling would work. Limited range (and your raft keeps drifting) and depth but still an opportunity to explore a bit while still keeping the world fairly small. Perhaps craft flippers to extend the range, add spear fishing (attracts sharks?) or perhaps clams/oysters that can be collected.

Not sure if anyone has suggested this, but what about sunstroke? It could be an environmental threat, alleviated by spending time in shade from structures or palm trees, thus adding more reason to grow them.

The difficulty with that, as well as the need for warmth in a day/night situation, would be balancing the early game when you're scrambling for resources to feed yourself, stay hydrated, and have a big enough raft to put other features on. It's pretty easy to die during that period as it is.

In terms of underwater, snorkeling would be great, but you have to keep track of where the raft is drifting to so you don't lose it. Danger of shark attacks when you get too far out, or maybe limits on stamina.

Spear fishing would be cool underwater, with a chance that each kill might attract the shark so you have to be vigilant.

Possibly a blur filter on the screen to reflect the catstronaut's impending death?

Some way for ice to replenish on the map might be nice. Even in the normal game I noticed if you've got a couple of greenhouse modules on the go, you use the stuff up pretty quick, and are forced to go further and further to find more. I can see in Endless mode how you'd eventually just run out, and as a result run out of food as well.

Alternatively, some sort of collecter the player could craft to extract moisture from the air and turn it into ice would solve the issue too. Nothing too easy to build, since you want the player to be hunting for the stuff in the early game.

If you add native animals, perhaps you could make it possible to capture and keep them in pens, possibly for food or crafting ingredients (milk or some wool equivalent) to make for instance food with different potency/duration.

Alternatively, animals could be a natural hazard. If they were attracted to the especially healthy plants in your greenhouse module(s), you'd need to erect fencing or craft some sort of force field to keep them from damaging your base. You wouldn't need to run around shooting them with a space gun, but rather take a more passive approach to keep them out of your business.

Oh, a locale from Japanese folklore. It's the home of the sea god, who happens to be a dragon, and a number of stories concern humans who end up there. The idea of this structure under the water, inhabited by a large creature, reminded me of it.

Some variant on The Dragon Palace?

You likely need to add a caution to the page that this game needs to be completed in noe sitting since there's no save. That makes it kind of tough to get through. Otherwise, it's a great experience.