It took forever but there's a Linux build up now. Let us know how it plays, it's not very tested!
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Really glad you liked it!!! Will watch the Let's Play in a bit - this reminds us that we should put up one of those notices that people are free to stream/do what they want w/our games. Will do soon!
Nice, i'll have to look into that - if you're like me (sounds like you are, coming from Unity, trying to get pixel perfect) I'd suggest Godot. It's been very Unity-like, and pretty straightforward to get pixel perfect going.
Thanks for the feedback, glad you enjoyed. We're currently redoing the game for GearVR (and now probably Daydream + others), and after your comment we've got SteamVR on the table too. We don't currently have a viable headset for testing, but can possibly get a hold of one. If we start active dev, we'll let you know - if you'd be interested in helping playtest, that'd be great!
Also just tried out ClickTeam Fusion 2.5 (get on Humble currently) - while it feels older and is definitely more basic than others, it seems a pretty good way to make more authentic, older games.
Yeah, I did a few experiments w/2d and it does suck. Unless you did some kind of fluid, always-moving, dynamic thing in 2d.
Having done a fair amount of Unity stuff in 3d, I've been craving some nice, traditional pixel-perfect 2d, and I think that the Godot engine is my new go to tool for that.
Yeah we're looking around too - we usually use Unity but for anything pixel perfect it's a huge pain. Learning GameMaker though was a bit much for this weekend...it's tough to learn a whole new setup. GameMaker seems to be the most set up for pixel perfect, true resolution stuff. Curious to see if anyone else has any suggestions...
hi techguy! Thanks a ton for checking the game out and feel free to download for free! We humbly appreciate any donation people make though, so thanks in advance either way. Hope you enjoy :)
Ahhh good point! Honestly, we did plan on a number of features (the water was going to be a place you could jump into and affect the music) that didn't make the "free game" cut.
One thought we had re: walking SFX is that it sort of interrupts the music - hence why there's no notification SFX when you activate stuff. At one point we were playing the game and playing instruments along with it, so any extra noises weren't great when recording.
We just hit 2,000 downloads though and were planning on doing an update, so we'll put the walking sfx in there as well!
Hello, thanks for getting in touch! We'll take a look at this tonight - I'm sure we'll be able to get performance up (didn't really focus much on it honestly). We'll let you know once the fixed version is up!
Thanks for the feedback - what you mentioned fits perfectly with feedback others have given, and is actually already partially fixed up!
We should have a final build out before the end of the month that addresses a lot of those issues. Thanks again for playing!
Thanks a ton for the video! The radio currently only toggles on and off, with some abstract talking - the final version (due in a few weeks) will have a full interface for the radio with stations and lots of variety.