Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

RapioLio

7
Posts
1
Topics
1
Followers
A member registered 34 days ago · View creator page →

Creator of

Recent community posts

It's a great game, but there are so many bugs. In the past, there weren't this many, and it was somewhat playable. Right now, there's an issue with the delinquent / hooligan interactions during class to initiate conversation (In the crash report, it mentioned something about a quest, but it doesn't work).

 One of the main characters of the game isn't appearing; every time I finish work at the supermarket, it skips an encounter with her, so she never appears. So there's a trend of leaky event triggers messing with the game's encounters. 

There's another bug where, when you go to class, you can press study, nap, or chat with NPCs during class infinitely, and since you can perma spam study, you can farm levels and get all the skills in one day if you're patient enough.

The only way to break the loop is to spend the entire time studying, which passes the class as usual, so a major issue that needs to be addressed is the class interaction events cause I feel like the new code is clashing with older code from previous versions. As you're stuck in this loop, the game's time remains still, meaning you can study like 100+ times in one session without any sort of check to prevent this scenario, leading me to believe the old study code's logic remains as the top priority in the code's logic instead of the new code, or there just isn't a check. Before, this feature was only a one-button study interaction with random chances of something happening in between.  

Next, the combat of the most game-breaking and glaring bug isn't even in the combat interface. When you fight an NPC, and they don't retaliate, you're softlocked with nothing on the screen later, so if you're very strong, you physically can't fight anyone without the game breaking. So I can do the event where you beat the bullies who wanted to steal someone's money, unless I'm weak enough for them to want to fight. The next bug has been here since I played, maybe a year ago, I think. It's the one where you have to save an NPC from getting their money stolen. The bully npc in that scenario almost constantly jumps to other global hooligan type npcs during the scene as if the scene has no NPC assigned as the hooligan, but the game sees the assigned NPC but loops through alternatives to fill an already occupied role that's read as none (I know, confusing), so it leads to a huge performance spike if you do get in the fight. 

Now, in combat, when I tried pushing someone, it worked, but when I tried to get on top of them to punch them, it became an issue. 

There's a visual bug somewhere in the appearance where it won't show your character exactly. For example, my character had green hair, but it shows black hair instead. The reason I bring this up is that it causes a visual mismatch in appearance, not only in the menu sections, but also in the character cutscenes with characters. You can talk to a black character, but they're overlapped with a white character model. Another example, a character with red hair ends up having blue hair, or someone with big boobs now has small boobs in the cutscene.

Next language bugs, this one I personally don't care about too much, but even though I'm set to English, there's a rare occasion I'll read an NPC's description in Russian. I know some Russian, so I don't care as much, but other people may be caught more off guard by this mismatch and tell me other areas in the game may have this problem. This issue is more forgivable compared to others.

When training at the gym, I somehow broke the barbell training in such a way that after the training, the game doesn't track the session as being passed, but it still gives me the stats without cost (I played on easy, so maybe it reduces a player's resources too, but on easy, you can infinitely train without time passing, as all). It's the same issue as the study exploit, but I guess it's harder for players to get. Since I have a laptop which is a touch screen, I used all 4 fingers to press the screen fast, which caused it to freeze at 2 seconds for a while, until like 6 seconds later, I slowed down, causing its counter to continue down. So I think the game rolls me back before I trained, but still gives me the stats I gained after training.

The addition of mood in the game, I find personally frustrating, but I think it's an interesting mechanic to have, especially if maybe one new skill or two could help more with mood. For example, like an optimistic skill or something, for a chance of bad scenarios or outcomes from dampening your mood. Or a skill where, if you have sex, your mood remains high + other benefits for a certain time, but if you become addict which causes you to need sex idk. The old visual ui doesn't easily show the mood debuffs or buffs as easily. Maybe you can find the indicator somewhere, but to my understanding, I can't see it. This blocks a core mechanic in the game loop from being visually seen in the old ui compared to the new default ui which has.

So far, it hints at a pattern the game is undergoing. The game has outgrown its code.

Hey! Just published my first ever game, a simple asteroid dodger built from scratch in Go using Ebitengine. No engine, no shortcuts, just code.

It starts simple, but the difficulty scales fast. By score 60, it starts feeling like you need to graze bullets even though that mechanic doesn't exist. My personal best is 79.

This is just the beginning. I'm planning a traditional shoot 'em up next as a stepping stone toward a larger project. Hope you enjoy, and any feedback is welcome!



Space Dodgers by RapioLio

Ohh okay, then I'll try it again later if it's fixed

Great puzzle game, it's so charming and fun to play. Never once did I feel lost, and it felt great to figure out the puzzles, too

Yes, I skipped the tutorial and went straight to normal mode, but that's exactly the point. Players follow the path of least resistance. If the tutorial is optional, you have to design assuming most people won't take it. The game should teach itself.

Hey Jonathan, I'm Lio. I'm 23 years old and have always loved RPGs, MMOs, Mobas, and bullet hell games like Touhou. I have been interested in game dev ever since I was 10 years old, but despite learning programming in high school, I never got around to doing it cause of my procrastination and fear of not matching up to the vision I wanted for my game.

 I've decided now, after finishing school, that it's time to finally start, or else I'll never play the game I want. My dream is to create a bullet hell RPG game that plays like a fighting game, where each boss feels as rewarding as beating a demon in Geometry Dash. I've always been harsh on myself, but for once I want to put that aside to focus on what matters now. I've decided to create the game from scratch using ebitenngine in Go. 

I tried Unity, Godot, and others in the past, but they've never clicked for me until now. Just posted my first game today, it's a simple asteroid dodger, but I plan to make a complete traditional shoot 'em up game first.

I find myself getting soft-locked after jumping into normal mode. In the first 30 seconds, I got stuck. So I refreshed to try again, but as I progressed, I became more confused about the game's actual objective. 

Eventually, I ended up figuring out that the cubes can be used to unlock paths.

The purchase mechanic isn't explained, so I'm left confused, and again, there are too many ways to get lost. As a new player, the game has too much visual information instead of introducing the mechanics in gameplay bit by bit. Also, it would be great to add a pull mechanic on the cubes; it would be great for more control instead of only pushing. 

About 4-5 minutes pass, then I get stuck again :[. I only figured out the day/night mechanic after struggling for a bit longer. 

A mechanic that central shouldn't require a player to stumble on it.