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Robin Field

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

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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 👀😅

Looks, sounds, plays good, and feels pretty authentic; something I've come to expect from your games!

a few nitpicks:

i found myself often spamming O as a fruitless way to speed up the intermission screens and, during game over, it caused me to instantly start a new game and lose my progress twice.

I wish the game would do that pacman style position shifting when you're turning corners without being fully in the middle of a tile, I got snagged a good amount while trying to get around fast.

It's possible that I just didn't pay enough attention, but I thought the enemy movement was quite difficult to predict, which became a little annoying for me in the later levels when trying to time my actions to where they are.

Thanks!

Yea, the turret issue is something that cropped up right before submitting to the jam, I've got an update ready to go, but I won't be able to upload it until the rating period is over. 😔

Thanks for playing, appreciate the feedback.

Can't believe this topic is so old already 😓

I wish I'd gotten further than I have, but it's still crawling forward whenever I get the time for it; the scope has now been clamped hard and I'm mostly filling in holes now, so the progress rate has been slowly getting faster.

Appreciate the continued interest, another speed boost for me. 😌



unless you're playing the original LD54 version, you should be able to change them to whatever your heart desires in the 'Controls' menu

If we end up doing any post-jam stuff for it, I reckon we can put the jam version's source up for download

If you managed to get to floor 10 and defeated the wizard, it'd be very helpful to hear how your experience was and what spells you ended up using.

thanks! it needs an update and i'd like to work on it, but it's a little difficult to find the time at the moment

I'd like to keep it bundled for free with the original version like I had first intended, I guess it really IS Plagued Station 2:2 👀

I have been daydreaming about what I'd like to do with it on steam; but i've gotta get this sucker done before I can seriously think about that kind of stuff

thanks for your support!

Hey, appreciate that you're still thinking about it!

This is probably my largest personal project so far; it's hard to avoid dragging your feet once you get far enough into a project, as you may know. I've convinced myself that it'll be done, hell or high water, though.

The explorable map is about 95% laid out (regarding there are no massive changes from this point), and about 9x the size of the map in part 1 - I've got some things in the game that i'm pretty stoked to share once it's done, so here's hoping. ;)


Thanks! - VM is just one of the desktop build options for GameMaker Studio 2; it's not too reliant on GameMaker's features, so the code should hopefully be pretty translatable.

appreciate it - yeah it bothers me that it's a little busted right now, i'll try to find some time to push an update