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A member registered Sep 07, 2016 · View creator page →

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I see. Thanks again!

Oh, my bad! I had missed the sub-settings.

Thanks a lot for the support!
In this case, the sub-setting solves the issue, but maybe it's still a good idea to make the sub-setting selectable on a per-file basis?

But that's a different thing: it would hide the page altogether. I just would like to be able to disable new puchases and downloads.

I can't find that option, neither in the main page, nor in the Distribute page. These are all the options I have:

Could you tell me where I should look, please?

A few months ago I released QUOD INIT EXIT IIo, a bigger and better version of QUOD INIT EXIT IIm. Some people confused the two games and some people considered the latter a sort of demo of the former, which is not because the former plays differently and brings everything to a whole new level. Therefore, to avoid confusion and that people discarded the new game due to a wrong impression derived from the old one, I disabled the puchase&download option of the old game. Unfortunately, this prevented also who had already bought the game to download it. Therefore, now I have re-enabled the purchase&download option and, at the same time, I made the payment mandatory and the price stupidly high ($9876.54) so that nobody buys and downloads the game, and the previous buyers can download the game again. However, this solution is all but elegant.

Therefore, my suggestion is adding an option for each file that forbids new purchases and downloads without affecting who already paid for it. I hope it's doable and doesn't require too much effort.

Thanks for the attention.

You're welcome and same to you!

Feel like diving into the technical details of sprites? Here's a comprehensive visual aid.


As a Christmas gift, from the 21st to the 28th of December 2025 you can get this milestone of Commodore 64 gaming for just $4.99 (instead of $8.99): seize the chance and get QUOD INIT EXIT IIo now ;)

Thanks!

Handmade byproduct of the puzzles: sturdy 26.5x20 cm cards!


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The 5000 pieces puzzles wall is almost finished:


Only some sort of cover for the gaps between the puzzles is missing (as it's proving to be hard to find something suitable; at the moment, the best option I came up with is using flat 1x8 Lego bricks).

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And here's a highly-informative, well-written, humorous review - courtesy of  GGGames.

"Games like this (still) don't really pop up all that often – on the C= or elsewhere. It's simply one of the milestones – top level kind of awesomeness that enriches a platform's game library [...] you need to play one of the best platformers for the Machine [...] it's a masterpiece in video game design, programming, and execution."

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Another glowing review, this time from RGN: check it out here.

"The sheer quality of the graphics is striking; at times, it feels as though you’re looking at something from a 16-bit console rather than an 8-bit home computer. [...] And then there's the quirky charm — the abstract puzzles, the moments of trial and error, and yes, the delightfully absurd pig fart mechanic — all combining into a unique, unforgettable experience."

Eventually, it happened: the updated AmigaOS 4 version was released yesterday ;)

Finally, these are the blocks that bring the FORTRESS zone to life:

By chance, I stumbled upon this again, and now I have a different answer. Further tests proved that saving didn't work if the location was in the first 64 kB of the image. The KFF author confirmed that it's a restriction imposed by the firmware. The update released about 11 days works around this issue and now saving works also on KFF.

A specific game of mine here on itch.io, out of the 19 projects that can be paid for, is being exploited for fraudulent purchases since June (27 times, until now).
Such purchases can be detected as they follow this scheme:
* the email address is <name><surname><number>@gmail.com (the first 11 times there were also dots separators);
* the payment is made by credit card via Stripe;
* the card holder name (sometimes with the address) is exposed on the invoice (unlike on the invoices of the regular purchases I've checked for comparison);
* the card holder name does not match the one in the email address;
* the card holder is from the US;
* the IP is from some other country;
* the payments is of $5 (the minimum amount);
* the game is not downloaded.
My guess is that some hacker stole the credit cards information and makes low-value purchases to get the card holders names and addresses for bigger frauds.

I have always duly reported these purchases to the itch.io support and 16 of them have been marked as fraud and refunded (it looks like support has still to process the last 11, with the oldest one dating back to 22 days ago).
However, these purchases are really annoying because:
 * reporting them steals time;
 * until they are processed, I can't request payouts;
 * maybe they cost me payment processor fees (I've asked support, but I didn't receive an answer yet);
 * some users reported that they couldn't but the game as they got an error, so I'm wondering if that was because of some filter that itch.io put in place to prevent the fraudulent purchases.

Did anyone experience the same and, if so, how did you deal with it?

The QUOD INIT EXIT IIm blocks have been refined to produce even more stunning graphics for the CLIFFS zone of QUOD INIT EXIT  IIo:


The FUN PARK zone uses 2 charsets to both mimic the QUOD INIT EXIT (the first game) graphics and to provide new graphics:


And how about the TOWERS zone graphics?


TIP #8

Always duck when an Evil Master is about to pass above Zampo's head, as Zampo might sit and, due to his increased height, collide against the baddie.

TIP #7

If you are stuck or need to return quickly to (a place close to) the active checkpoint, touch an Evil Master or something dangerous - witch Cotechina will take care of the rest ;)


TIP #6

It's best to use portals only when there's nothing else to do. And, when you break out of the "suspended" state, mind the baddies and be quick!

TIP #5

Use the turbofart to land on otherwise unreachable places. To recharge it, catch the Gasorade bottles or kill baddies by means of the PIG-OF-STEEL mode.


TIP #4

Whenever you get a chance, operate the switches, as they open the barriers and/or build the paths that will give Zampo access to new areas (maybe later on).


TIP #3

When Zampo takes a rest on top of some peculiar zone-specific tiles, he becomes golden, faster and immune to the Evil Masters. Make the most of this PIG-OF-GOLD mode and beware: if Zampo touches something dangerous, he returns normal.

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TIP #2

Catch spinach cans! Besides filling the belly a little bit, they allow (for 10 seconds) Zampo to kill the baddies and, as a prize, earn a full refill of belly and turbofart charge! This is the so-called PIG-OF-STEEL mode.


QUOD INIT EXIT IIo community · Created a new topic Tilesets
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Would you believe that all the background graphics of the FACTORY zone are made of just those few little black&white blocks shown at the top?


Fifth puzzle in the making...


Fourth puzzle in the making...


Third puzzle in the making...


First of all, thanks for your interest in BOH.

BOH is a 16-year old game: there are no plans for it.
No other ports will happen. Maintaining multiple versions is a costly undertaking, and the current versions are already too many (in fact, the Linux and MacOS versions have been retired). Time is better spent on creating new games.
The sources will not be made public, sorry.

Second puzzle in the making...


The full set of jigsaw puzzles has arrived! Once pieced together, the 16-bit-esque graphics of the game maps are going to look more stunning than ever and to grace the walls of the room they were born in ;)

Unfortunately there is not going to be an update for AmigaOS 4 (in the foreseeable future, at least) as my AmigaOne machine (the only AmigaOS 4 machine I have) suddenly stopped working and I just do not have time to try the emulation or cross-compiling route. That said, the fix is just really a matter of polish - the game is perfectly working and usable also without it.

As for the MacOS version, supporting multiple version is very demanding, so it was not an option.

Aaand, here's a tiny preview of the pictures for the other 4 puzzle:


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9 hours sufficed to piece it together:

(Sorry for the less-than-ideal photo quality. Also, please note that the puzzle is still lying on a think cardboard surface, so it's a bit deformed.)

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QUOD INIT EXIT IIo's huge maps lends themselves to this very alternative use ;)



This is the first and successful proof: the puzzles of the other 4 maps will soon follow.
Picture of the whole puzzle coming in a few days.

From the tests I made, it really looks like the problem is not in the game, but in KFF (that's why I opened the issue of KFF's GitHub). Unfortunately, there hasn't been any reply yet, nor have I received any feedback from EF owners, so I still don't know for sure.

That said, if you send me an email from the same address you purchased the game from and tell me which zone you reached, I can send you a cartridge image which will allow you to start from there.