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nmotsch789

30
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2
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A member registered Nov 04, 2025

Recent community posts

Really? How?

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Interesting. Alright, criticism withdrawn.

Just curious, is it possible to get that star if you start with only 2 cats?

Lol, thanks for indulging my curiosity!

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The star is above the spikes, at least in the current version. Which also makes it *seem* impossible to get if you enter the room with 2 Steves (although I could be wrong). Was it changed at some point? I don't know if any older versions of the game are still available online anywhere to check, or if there's any footage of the room from an older version that might show it as being on the spike?

That's exactly what I've been doing, haha. I replay it every so often. Game's great.

Yeah, dual-exiting a room always brings you somewhere 5 rooms up.

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There's another, even easier way (rot13): yrnir 1 png orsber gur svefg chfure neebj, fb vg fgnlf ba gur oyhr 7-qbg syntf. Bayl fraq gjb guebhtu. Gung jnl lbh *pna* yrg n png ba gur rzcgl synt naq fgvyy fheivir. Guvf jnl, lbh bayl arrq gb ghea 1 png gb fgbar, naq lbh qba'g arrq gb chfu gur cvax synt ng nyy.

It's always cool when there are multiple solutions,  though!

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Was 11,16 changed at any point? I thought I remembered it being possible to get the star entering with just 2 steves, and only needing 3 to get the exit, but that doesn't seem to be the case now (unless I just can't figure out the alternate solution without getting a third Steve to start with, which I do know how to do, but I want to see if the other way is possible, too). I also see another comment from a few years ago mentioning the star itself is on the spikes, which doesn't seem to be the case in the current version. (If it is impossible when entering with just 2 now, then it makes the teleporter that lets you start with 2 a bit of a pointless checkpoint.) Also makes it feel a bit less special since there's effectivelly one fewer puzzle to solve, and it makes it less consistent with how other rooms work.

Also, I found a super minor bug, probably not worth taking the time to fix: Room 10,5 doesn't track what music should be playing, it just plays the music from the previous room. 99% of the time that's fine since the previous room is gonna be 10,6. But if you warp out and then undo, the music of whatever room you warped from will be playing until you go back to 10,6.

So then just don't use the bug. Why do you think it even remotely makes sense to ask the dev to remove the feature entirely just because you chose to not engage with the puzzle?

Did you mean "if you start 11,17"?

You can enter with 2 Steves there, but the only way to leave with 2 that I'm aware of is to go straight back out after entering with 2.

Anyway, I absolutely love this game to pieces!

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Amog. (Not sure what the other bit is meant to be.)

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Thanks for responding!

Forgot to say it, but on the whole, the puzzles seem pretty good!

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Why does stepping on the green flower instantly end it with no more ability to even move around and see if we missed anything past it, forcing a full restart? (If another method of returning is possible, it's not apparent.) Or to go back and do any of the available puzzles we may have missed?
Edit: Upon replay I see that the way onward is blocked off anyway, but why have that be hidden and require a replay to know? Some of the puzzles appear optional, so the number in the top right could have just been a minimum to unlock something

Did you upload these with permission? If not, does itch.io even allow posting other people's games?

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Perhaps a menu icon that can show previous tutorial popups so they can be read at will would also help. Or some other way to see the same information.

Anyway, the demo was fun! And thanks for responding!

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It's way too easy to accidentally click away tutorial text popups, which means I can't read them and I never get to learn what they said. That's incredibly frustrating. The popups should require you to press an X in the corner, not just anywhere on the whole screen. And new tutorial popups shouldn't get rid of old ones; new ones should get queued and shouldn't pop up until we close the current one. Otherwise, again, we never get a chance to actually read what they say if a new one is triggered while an old one is on screen.

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1 more: "doesn't effect" in the description for Blindness should be "doesn't affect". (Also: The "back" button when viewing the opponent's deck being closer to where the view opponent's deck button was would be a nice small QoL thing.)

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Is it meant to be possible to get stuck in spots where undoing is the only way out? I'm coming across a few spots where I'm not sure if I'm softlocked, or if there's a way back out that I'm not seeing. ("Softlocked" isn't really a correct term, since undo does exist, but I can't think of a better term right now.)

Edit: Never mind, I just discovered another mechanic that answered my question here! Turns out there was a way out, I just hadn't realized it. There may be spots where you have to undo a couple of spaces, but the ones that were multiple rooms worth don't seem to actually have me stuck.

Mind dropping a hint for how?

"What are we, some sort of Splinter Cowboy?"

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No problem. Got another for you: The card "Vitiman" should be "Vitamin". And a small inconsistency, but Wrist Cuff has a comma after "Once Per Battle" instead of a colon. And Pen Stab capitalizes "Do" in the middle of a sentence. It also seems inconsistent when sentences do or don't get periods at the end. Bite says "do" (the start of the sentence isn't capitalized). Claw Swipe's period should be outside of the parentheses.

(Sorry lol)

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I also encountered a glitch where looking at the Cave Woman's deck on the first turn showed that she had a bunch of the "O'Clock" cards, but then on later turns it didn't.

Sorry for doing this as a reply chain instead of editing the original comment; Itch was telling me I had to do the verification thing but wasn't bringing the verification thing up for me to actually do it.

Oh and for the Nurse's Syringe card, "halfing" should be "halving".

found another typo: "ammount"

The game seems to slow down and chug considerably on level 2 if I've  restarted a few times. Or maybe it's getting less responsive with each slowdown. I'm playing on Chrome, if that matters.

Am I supposed to be unable to move up or down from this position? Seems like a bug. Not a big deal since I can just undo the last couple of moves, but still odd.

Cool cool!

There appears to be a glitch in level 3. It's advancing me to the next level even though I haven't moved the white stone into place yet. From the state in this image, pushing the red stone 1 space to the left will complete the level.