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Phasma Felis

12
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A member registered Mar 21, 2016

Recent community posts

Is this actually a tabletop game, or does it require software? It looks like tabletop, but it says "a downloadable game for Windows."

Given the actual composition, they probably should have just called Launchers "Missiles" and put the handful of grenade-launcher-type weapons under Cannon.

Nice!

(2 edits)

I'm putting together my first ever Lancer game (just a one-shot), and I just picked this up. I was attracted by the Bespoke Grunts and the changes to the Assault in the example page, and I'm already glad I did. Reading your three issues with the Assault, I was like "Yes! Exactly! As a newbie Lancer GM, I *did* assume the Assault was a good generic filler unit! I *was* thinking of the Archer and Rainmaker as nice generic support-fire guys! I *did* think it was kinda boring that the Assault gets no penalty for using Hunker Down every round!"

And so on and so on. It *did* annoy me how many frames had two or three different abilities that did essentially the same thing, but with mechanics just different enough to be confusing.

I'm up to Berserker now, and I love the Designer's Notes especially. I feel like I'm understanding how to use these frames much better than I ever did from just reading the core book.

Have you considered adding the full page of designer's notes to the example pages? I saw the five lines of notes on the example Assault page and assumed that was all there was, just a paragraph or two to fill white space; I was delighted to find more.

This is lovely. How do you tell who your selected hero will swap with when you hit the Swap button? Parties with a tank + healer + support/ranged seem to do well, but without any way to tell where the swap will go, it's hard to make intentional combinations.

Hello! I tried to configure my XBox 360-equivalent gamepad (Logitech F710) according to the suggested config, but the game doesn't recognize steering input regardless of what axis I bind it to. Strafing and thrust work fine (even on the same axes that doesn't work for steering). Don't know about other controls, I didn't get far enough on gamepad.

Disappointed that fancyfarmfolklore.com isn't a real thing.

There was a problem with the Steam submission paperwork. It's supposed to be coming soon, though. http://www.dinofarmgames.com/jelly-bomber-now-available-on-itch-io/

What about a tool that lets you uproot trees and replant them? You could have a little orchard by your base.

Hey, I know this is just a demo now and not the full version, but it's kind of annoying when the Main Menu button says "Are you sure you want to quit to the Main Menu? Your progress will be saved," and then doesn't save my progress. I was having a great run, and I would have tabbed out instead of exiting if I'd known it would delete it.

Addendum: I did some googling, and this post appears to address (and fix) a very similar error on OS X/Java, if that helps any. Thanks!

Hey, great game! It works fine on my PC, but errors out on my MacBook (running OS X 10.10.5). I know that cross-platform debugging is a pain in the ass for a free game, but in case there's anything you can do, here's the error message:

  • AL lib: (WW) FreeDevice: (0x7feef8a96400) Deleting 3 Buffer(s)
  • Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: Couldn't compile shader: ERROR: 0:14: '+' does not operate on 'vec2' and 'int'
  • at com.vitruality.GRUMP.rendering.RenderingParameters.beginShader(RenderingParameters.java:102)
  • at com.vitruality.GRUMP.rendering.Renderer.drawMesh(Renderer.java:623)
  • at com.vitruality.GRUMP.GUI.GUILine.draw(GUILine.java:256)
  • at com.vitruality.GRUMP.layers.Layer.draw(Layer.java:375)
  • at com.vitruality.GRUMP.rendering.Renderer.renderState(Renderer.java:249)
  • at com.vitruality.GRUMP.GRUMPEngine.render(GRUMPEngine.java:261)
  • at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:207)
  • at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114)