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radarhead

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A member registered Jun 10, 2020 · View creator page →

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(6 edits)

So, slight development: as I was screenshotting the error, I realized that this error was resulting from misunderstanding how the directory worked. I changed the path so that exports now target an "exports" folder in the x64 folder.

Making this change resulted in exports without error! So, it was a silly error on my part, not realizing the directory was looking where the aseprite file was saved. Oops.

As a slight aside, are there any plans to support indexed color mode?


directoryerror



I did try PNG, exporting with only PNG checked instantly returned an error for one of my slices, then opened a new aseprite file of a black square. No images were exported into the folder

(1 edit)

Just bought this extension and I'm now wishing there had been a way to try it first, because it doesn't seem to be able to do the things I wanted it to. I have single file with some textures split into slices, and wanted to batch export each slice as its own file. However, I receive an error message (referencing a failure at the second slice) every time I try to export with the PNG setting, and when exporting as a spritesheet, the console displays a successful export for each slice, but all I actually get in my destination folder is an empty "spritesheets" folder, and a single export of the whole image file as if I hadn't used the extension at all.


I've tried changing the color mode from Indexed to RGB after seeing another thread, but the issue still persists afterwards.


I'm hoping there's just something simple I'm doing wrong, because if this works, it would save me a lot of time, and I'd prefer to not have to ask for a refund.

The character art is very cute! Good job putting together all those animations within the jam window!
I understand the idea behind the movement gimmick where Tail is constantly moving in one direction, but it does make it very difficult to deal with the boss enemies on their small platforms. I also found myself wishing I could change direction in midair, I kept getting stuck under platforms. Also I think I must've bugged the Anger boss, nothing seemed to happen when its health reached 0, so unfortunately I don't think I saw the very end of the game if there was anything after that. In all, I think you have an interesting concept here, combining platforming with grapple mechanics and combat, and I think with some more time to tune these mechanics it could really be worth revisiting!

Despite some initial doubts I found myself having fun zooming around and hitting enemies, I think the sound design helped a lot to make the game feel responsive where the graphics were lacking- that sound that plays when you kill an enemy is very satisfying and a thrill to hear it play as you tear through a huge crowd! I will say I found that it feels pretty rough to slam into the walls and corners of the obstacles, and the small arena size means you're going in the same circles pretty often. I think it could benefit the gameplay a lot to have an environment that's more suited to this movement, maybe a little larger with some more varied obstacle shapes and placement to plan your paths around? It would also be nice to see how much damage the enemies are taking,  some kind of visual change as they get lower on health? Anyways, I can already see the potential for a great arcade game in this!

Excellent little game, just beat it!