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Nilrat

15
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1
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A member registered Nov 17, 2018

Recent community posts

Man, 2 seconds into the new stuff, and I see exactly what you meant about this being the cutest update so far. Once again, kudos for what you've made here.

Yo Grove Devs,

Love the look of the new game. Looking forward to further iterations of this, if it happens.

If there's one thing I'd want to see, it's probably some kind of grapples mid battle (like Grove), though I get it's a little different with a real-time game like this.

Anyway, even if this is all we get, it's a nice side project, for sure!

Hey, I'm the one that posted about the video freezing issue in the first release. Just thought I'd give an update after trying the new versions. Haven't had any problems since adding in that patch that's supposed to fix it, so it seems like that did the trick.

Those and furry. I found this on a random fluke, definitely wouldn't have normally.

Glad for that. Gotta love those bugs you have to fix based on blind faith. XD

Just wanted to say something here since all I've posted is a bug report so far. Congrats on the successful release! Was more than worth the price. Your art really hits the right notes for this kinda thing.

Seems linked to refresh rate/gpu capability, yeah. RPGmaker doesn't like it. I did finish the game, and there were no more freezes. It doesn't mean the problem is 100% fixed, (it's not guaranteed to happen at any regular rate, so testing it's tough,) but so far no more trouble.

Yeah, I'm on windows 11, RTX 2060. I don't have that much trouble with games usually, but RPGmaker is ~special~. Took another look and edited the plugins.js file in www/js to include what I assume it needs to find and use the file. If it freezes again, I'll let you know.

(1 edit)

I don't play RPGmaker games much, and apparently this doesn't affect everyone, so it might not be too common of a thing, but both this game and the last one suffered from some random video freezes (gameplay would continue, sounds would still play, but video would freeze and never restart, basically requires a reset). It was rare in CH.1, but upon opening this game I took one step and it locked. XD So I looked into it.

Apparently this is due to a bug in how the RPGmaker engine renders graphics. Google rpgmaker graphicsrenderfix and look for the result that's on RPGmaker's forum (or follow this link: here) for people that found a recommended fix. Basically, there's a .js file to add to the plugins folder. It seems to have worked for me as an end user, but it can also just be packaged with the game.

Edit: Ok, it didn't exactly work. Froze again after making this post. I don't really know how RPGmaker implements its plugins.

Mmm, gonna be a good Friday.

Had to play through chapter 1 again once I saw this. XD Got a question for you though. Will saves transfer over from chapter 1 to chapter 2? I know RPGmaker isn't always great about moving saves between versions. If it's not something you're trying for or isn't necessary, no big deal.

That's looking good. Gonna enjoy the hell outta this.

Hey devs,

Played this in Chrome.

For the game, I'm mostly confused. Tried playing without reading anything besides the basic controls (arrow keys) at first, and I couldn't tell what was going on at all. The instructions were fine for basic controls, but I had no idea I was color matching at first. The dot in the center being different colors didn't register at all until I'd played through once. It might be better to project a semi-transparent match piece in an empty slot on the selected line. I went back to the itch page to see if there were more details, though that didn't help much. Eventually I lined up two of the same matches for a combo by chance and saw that grant points.

I played about 5 times in total. Let me describe my understanding of the game. The overall goal is to line up combinations of the same color pairs to earn points. I assume filling the pink bar wins? I was never able to do this. The instability gauge seems to be the lose condition. It rises whenever any line falls below the bottom of the play area, or when making an incorrect color match. Making an incorrect color match also removes the existing line you were trying to match, allowing you to potentially join together matching combos.

Here's where the mechanics don't mesh. There's no way to decrease instability. Making proper matches doesn't help you not lose, and it does barely anything to increase your score and help you win. You also tend to have to make incorrect matches to remove lines that are in between matching pairs, causing you to gain instability just to try and gain points. You'll want a system for decreasing instability. Tweaking numbers for the gauges might also help. It seems like the correct way to play is to place incorrect matches to remove rows between matches you've made for combos. But this punishes the player with instability for making correct choices. You may want to rethink how players are meant to remove rows, or change the scoring system entirely. Maybe matched pairs that reach the bottom don't increase instability, or do so very little. Maybe instability increases over time instead of when pieces fall off, and matched combos remove a chunk of it. Could even let solo pieces increase instability still, but matched pairs don't. It might also help not to have the cursor reset to the top position after placing every piece. All this does is force the player to push down a whole bunch more, it doesn't serve the purpose of the puzzle. Maybe it would also make sense to have the score and instability gauges combine into one tug-of-war bar. Would need numbers to be tweaked, but at least it would save a little on screen space.

Anyway, hope any of that helps out.

Zero disappointment. You released a great first chapter, and I'd love the second to have the time it needs to be just as great.

Pretty excited for some extra time with Jacob. :)