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Robin Field

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A member registered Aug 29, 2016 · View creator page →

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When it attacks from the sides, try doing a spin jump!

Looks pretty cool! Although I like to use my own assets, so it's not really a good fit for me, sorry!

Judging from that bluesky post, that frame certainly looks pretty gameboy-accurate, and has a nice palette. I've seen some games use similar-ish borders before so it's definitely something people like to do.


You might be interested in taking a look at Super Game Boy frames, although you might already be familiar with them.

https://www.vgmuseum.com/features/sgb/

If you scroll through that list, you'll see there are a good few that're styled after the different Game Boy versions, just like your example frame!

I'll have to implement a workaround for this then, thanks for letting me know.

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Oh I see, that's annoying!

You're intended to be able to hold down both. Are you playing on keyboard? I wonder if it's a simultaneous button press limit issue.

It could be because you're not holding down the jump button the whole time, which gives you some extra air time.

The old version used to force the extra air time when using the turbo blaster, but I changed it at some point, and probably should've lowered that platform a little to accomodate.

Oops, that's something that was added for part 2, it's used to look at all the different area maps, but there's only the one area in part 1 so it's useless...


Ha, sorry to be a tease! Hopefully it'll be sooner rather than later; your support has been a big motivator for this game!

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Damn, thanks for letting me know, I'll get that fixed ASAP.

(Should now be fixed in V1.7, thanks!)

Hey, nice! Hope you like it!

This should be fixed in the latest version; it could happen on any level where you could kill an enemy while they're stood on an elevator. If they dropped a health potion & you had full health, you couldn't pick it up or use the elevator under it, getting you stuck.
In the latest version enemies never drop a health potion on interactable floor tiles.

That's pretty lame, I'll see if I can do something about it. 🤔 Thanks for letting me know!

You can find the right half if you go to the room underneath where you fight empusa, you have to walk around it clockwise & a door should appear on the right side. You'll have to hang out in that new room for a bit. The clue for it in the Writer's Notes is the 'Evil Room' section.

So long as you've unlocked the writers notes, if you reset your save from the settings menu so that you're back in the starting cave, you should be able to go through an extra doorway to the south of the starting room, which'll let you skip to whichever loop you want. ( Although you should start on loop 0 anyway. )

I don't know if I should outright spoil the story of the game, but you're 100% right about loop 1 being before loop 0, time/history manipulation is supposed to be a big theme. (Loop 2 is you getting unlucky like Cronus warns & becoming who you see in that room during the other loops) There are some extra clues that you can find here or there if you haven't, for example, you can bring Cowboy to visit the scared guy to learn a little bit more about them; although the story is moreso intended to be allegorical.

I'm very glad you liked it! Looks like you've gone through all the main story, yea.

( There's actually also a secret ending you can get from loop 0, once you know all the secrets. You have to find 2 slate halves; one of the locations is hinted at in the writer's notes )

Thanks so much for playing, it's been a real pleasure.

There's a ponderable table with a vase on it in the bedroom with the 2 big beds at the north corridor, that's a clue for the room with all the big piles of bones around the middle of the bleeding house, which has 4 skulls sticking out that you can stab. (This'll open some doors in the downstairs sewer area)

Hey ^densch, good to see you! 


Did you happen to ask this in the steam discussions? Because I just answered these exact questions here a few minutes ago. (If not I might have to make a couple things more clear, huh...)

It's an optional thing, but your glass heart can be used when pondering a certain object in the east area.

 Hope you're enjoying the game so far!

If you get the chance, could you send me an email at robinjfield.business@outlook.com?

Thanks very much, I'm glad you like it! It definitely feels a lot harder to me now than it did while I was making it.

Thanks! Really appreciate your patience with PS2. I've got a project releasing some time in the coming month that I'm focussing on finishing up at the moment, but PS2 is close behind it.

Yea alright I can add that.

I'll make sure I fix that in an update soon, appreciate it.

Hell yea glad you like it. 😎

Newcmr community · Posted in Stars

Thanks a lot for playing! 😎

You get the stars by achieving an S rank, which requires you to hit both the par time & kill count at the same time.

Newcmr community · Posted in cool

Thanks for playing! Appreciate you recording your gameplay, very helpful. 😊

Thanks very much! Adding the involved reload mechanic felt like a risky move for how fast the game is, so I'm very glad you liked it!

I'm honoured,  thanks very much! You have some good points too, I'll add them to the list for when I get around to making an update.

Love the vibe of this game, big fan of the isometric perspective (even if it causes some pain when you're racing around as fast as you can) and a very big fan of the lighting.

I didn't understand how 'a certain room' related to the 'oops-all-spikes' room until I had already beaten the game through trial and error, and initially thought it was just a dead-end. When I saw your 'all info for progressing is given in the game' response to a comment, I went in for a second look and finally cottoned on.

There are interesting design choices in this game that I really dig, such as the multiple solutions to getting through rooms, and the way the faster solutions are hinted at once you've done it the slow way. I had a really nice 'thinking out of the box' type moment in the main room which felt great, on my second play.

I don't think I was quite able to appreciate it until my second go around, and my first made for more of a frustrating experience. I'm not sure how you would go about bringing that discovery to the player sooner, if you even want to, but I think you've got some nice ideas in here that may fly under the radar.

Any thoughts that can be shared help me know if a project is worth updating or expanding into a full game.

Thanks for letting me know, looks like a html5 build issue, I'll get a fix out asap.
Apprciate you checking out a few of my games.

Thanks very much!


Yeah, the barricades are pretty unfortunate as they are now; they were part of the original idea, which was moreso about picking and choosing what lanes are open in order to get the materials you need, while minimizing threat. It ended up straying away from that and the barricades just don't really fit in with how it currently works.

And that does sound like a bug to me. Added to the list for whenever we have the time.

Thanks for the feedback, very glad you enjoyed it! 

The final wave thing almost didn't make it in, so I'm glad it was worthwhile. 😉

I agree about the walk speed, it does start to get tedious to walk around building towers as the level expands, and I think it also ends up encouraging you to consolidate your towers around a single area, which is not quite what I'd like. (Although I think there are other choices at play there, too.)

Appreciate the thoughts, I'm glad the jumping zombies weren't just confusing and annoying; I really wanted to fit in some more out-of-the-box enemy behaviour, for better or worse. 

I never even thought about people barricading the last wave, which is pretty funny once you know what it spawns, the barricade feature itself needs a lot of work.

Thank you very much, you're my best friend.

Thanks for the report! I'll get it fixed asap.

Thanks, this game was actually made in GameMaker. 😉

Most of my games are in GameMaker & some of them have their source files available; if you're interested in snooping around the code.
I've used Godot a little bit, but I haven't released anything with it yet.

Alright buster, you want an update? Watch this space.

Appreciate the thoughts, if I eventually find the time to work on this some more, I'll make sure you get a special thanks credit. 😊

This is crazy helpful, thanks very much!

Your statement at the end about expanding it is pretty much how I feel about it too, I think there are some big issues with how the material gathering works right now & most of the ways I can think about improving it pushes it closer to just being a worse version of noita. I think it definitely needs some ways to make what spells you get / how useful they are vary per run, at least.

I hadn't heard of Magicmaker or Mages of Mystralia, I'd like to check those out sometime.

( the rune halves the cost of the materials at either side of it btw )

damn, LJN - that's ice cold 👀😅