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Scarlet String Studios

A member registered Oct 13, 2015 · View creator page →

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Thank you! These are always useful. Good idea on making the sound effects only partially positional. That might make the "left earphone" problem a bit less extreme. The Audio Listener is on the player, so most sounds comes out panned to some extent.

Somehow, I guess encountering the Bloodthirsty Slime before showing Kat the first data chip caused a sequence break in her dialogue, because she's supposed to run off to the second scene and then tell you that the demo is over once you find her again. So that must have caused some confusion. But you were able to stumble through most of it. The only thing you missed was one platforming challenge in the second scene (you can get more meat from the tanuki).

Awesome, I wouldn't mind testing it out. Email sent.

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Hi there!

I'm working on a game called Monospaced Lovers right here on itch, and I'm looking to hire a tile/environment artist.

We already have an illustrator working on the full body character sprites, as you can see on the game's page. The animated sprites aren't in the demo yet, but here's what we have for the main character's idle animation:

The style of the tiles should fit the character sprites: hand-drawn anime style with relatively flat colors, and not as bright/poppy as mobile game-style vector art. Hollow Knight is a great example in terms of style, but with far fewer assets. In addition, we will need certain non-scale objects like houses, trees, etc. The project is very indie, so don't expect a full-time commitment — a few hours per week over the next 6-ish months should be enough to produce the necessary artwork.

This role would be paid per asset (not rev share). If you're interested, or if you'd like more details, please comment here and/or send an email to admin at scarletstring dot moe. Thanks!

Thanks for the feedback — implementing some of those UI tweaks now. Window size is a strange one because I don't think you can adjust it by code separately from the resolution (SetResolution changes window size as well).

What pit did you fall into?

  • I'm on a gaming desktop, albeit an old one (i7 930), so I doubt performance is the problem. Maybe something like polling for input in Update instead of FixedUpdate or vice versa?
  • Actually yeah, it's being blocked. Is there supposed to be a way out of those situations or should you just restart the level?
  • That scheme for LMB and RMB sounds good

Good luck!

Cleared the tutorial level. There are balance issues for sure — the melee characters have a huge handicap, and there's no benefit to attacking enemies at close range. When the boss with the purple bullets showed up, I pretty much just stayed back and dodged left and right. She was off-screen for most of the fight (probably should make the boss room smaller).

I also couldn't figure out what to do with the umbrella dudes. There's one point where you pick up a key, and a huge umbrella thing bursts in and blocks your path. The tutorial tells you to pause and click respawn, which is what I did, but it still felt like the enemy was a midboss and not just an invincible obstacle.

Balance aside, the scope seems huge and there are a lot of interesting directions you could take this. I didn't notice any bugs, so all you really need is more enemy variety to force the player to play in different ways. Would be cool to have an enemy/boss that can reflect your bullets to discourage spam.

Cool concept! Some notes:

  • Level select menu doesn't scroll with the mouse when a level is focused. Only works when nothing is in focus.
  • Spacebar/click to switch speed doesn't seem to work all the time
  • Body sometimes gives up on following core if it's off-screen (this kept happening to me in The Tower)
  • KB/Mouse controls are a bit confusing. The control screen lists keyboard and mouse separately, so it seemed like the game could be played with just the mouse, but I realized later that you can use WASD to move without having the body follow you, which is necessary at times.

I didn't try out the level editor, but I like what I've seen so far. The slime physics are fun and surprisingly not buggy — the body always found a way to un-glitch itself when trapped inside a door, etc. Hope to see more hijinks with the logic switches, because there's a lot of room for complicated puzzles there.

Haha, yeah I saw the video in the thread yesterday. Great work. The meat glitch is easy to fix, but I can't believe how many exploits you found with that one issue.

Was there a particular part of the fetch quest that was tiresome, or just the whole concept of it?

And yes, I'll have to think about the UX for the ring minigame. I could just make a tutorial prompt for when you're overlapping with a ring, but maybe there's a cleaner solution.

Thanks! I see you're a fellow slime dev. I have your demo on my desktop, I'll check it out this week.

- Do you normally use WASD on menus? No harm in adding that in, I just hadn't  heard of that preference before. Unless you're also remapping the movement keys to WASD

- Noted on the other stuff

- Hah, yeah the logo is a mess. Justified text looks better, but it's literally not monospaced. I will have to ponder this one for a bit.

That's what I was thinking, though take it with a grain of salt. Now that I know how the combo system works, I can see how it might get more difficult when the screen is filled with enemies and you're trying to shoot fast to stay in slow-mo. I can give the game another run to see how this plays out in later waves, because I only took a casual look at first.

Resetting the bar is a cool idea, or at least making each kill deplete the bar significantly. So you'd have to hop back and forth between getting kills in baby mode and human mode. Actually, there's a shmup called Espgaluda that works like that. There was a lot going on so I didn't fully understand how the bar works, but I felt like I could stay in baby mode for quite a while, as long as I was hitting enemies.

So much juice! I'm getting Hotline Miami vibes. Good work with the overall polish.

I have mixed feelings about slow motion as a core mechanic. Sometimes it feels like the optimal way to play (go slow) isn't the fun way to play (go fast). You can probably work around this by tweaking how the baby bar works, or how many enemies appear at once in later waves. I found that most of my deaths came from careless mistakes where I just wanted to go fast and shoot things.

But, I can see why slow-mo makes sense if the game turns into bullet hell later on with huge rooms of enemies. It's just a matter of balance.

This looks and feels great! The only issue I found is that the AI needs work. I was able to beat the first boss by staying just out the arena and spamming poison.  The boss would charge toward me, get hit by a poison cloud, and immediately back off without using its claws (not sure if due to the poison or because I retreated out of the arena). In general the enemies get stuck a lot, and stuff like this can happen.

Besides that, it's a cool concept. Great work so far.

This is lagging my CPU pretty bad (changing graphics settings and resolution doesn't fix it). It happens when the enemies start firing projectiles.

This guy has a lot of momentum! I like the physics, although I kept getting stuck at edges  (e.g. buttons, or the little ridges at the end of some surfaces). If you run into an edge, the collider glitches out for a bit and you can't jump out of it (presumably changing state back and forth from ground to air).

I couldn't get the hang of the rotating cube things either. Eventually I realized that you can press jump while inside them for an extra boost, but the hitbox is smaller than it appears, because sometimes I clipped through the corner without getting the boost. And there's an area at the top of the stream of monitors where you can fall through the surface into oblivion.

I would say the fundamentals are pretty good. It makes me want to run around the hub world to see how high his velocity can get.

Side note, the 8-bit sound effects felt somewhat out of place given the art style.


I love the art, music, etc.  The in-game gif maker is a cool touch as well. I would recommend making the text read out instead of displaying all at once, though. It's always tempting to skim when the whole text box appears at once, and it kinda kills the pacing of the rhymes at the beginning. The dialogue is pretty fun and I wouldn't want to skip it.

Also, I'm not sure if this is a bug, but Mission Select dispalyed the name of the next mission even though it wasn't in the menu: 

I can't remember if the behavior changed across versions, but a padding variable might fix it. After a while, I noticed that adding my own padding was still inconsistent at different screen resolutions, so I just created a game object for the image instead of trying to insert it as a quad. It worked for me given the situation, but enough padding might have fixed the problem too.

Good timing actually, I was just about ready with another update (1.4). Fixed the alt issue as well.

I wonder if exclusive fullscreen vs windowed fullscreen will make a difference? I added a toggle, although it's a little janky because I'm not sure if I'll keep the option in. Previously the game was set to windowed fullscreen by default.

Okay cool. Will switch back to the built-in rendering pipeline for now because some other assets aren't working as well. Would be great to see this happen though, because I think Unity is moving away from the old system.

Any plans to get these shaders working with Unity's Scriptable Rendering Pipeline? I just switched to LWRP because I wanted to try out Shader Graph, but I'm getting pink boxes on my STM components.

Oh right, you can try deleting your save file if you haven't already. If the game crashes while loading, it just shows a black screen. On Windows it's in AppData\LocalLow\Scarlet String Studios

Sorry about that. Where is this black screen? Is it after you select New Game, or just immediately after the Unity splash? The current build works on my computer (Win 7) so I'm not sure what the issue is.

Sounds great. And for point #3, I think it was the settings menu where escape didn't work, not the in-game pause menu. If I'm mis-remembering then don't worry about it.

Fantastic work in terms of polish, UI, etc. Just a few nitpicks:

  • The pause menu UI confused me initially. For some reason I thought the brighter button was highlighted instead of the darker one. Maybe it's just me — but you can fix it without changing the design if you stop the cursor from looping around at the top and bottom. The only options are Main Menu and Continue anyway, so the looping isn't really useful.
  • It seems you can't map enter as the Delete All button? I feel like that would be the perfect button because it doesn't seem to do anything else in-game, and it's easy to reach. I also couldn't map \ even though I doubt that key comes up within words.
  • There should be a back button for the menus (escape?)

Those are just nitpicks anyway.  Dunno what you're doing for the dictionary, but I love the word choice. It's a lot more interesting than your average typing game. I made it to the second boss, but it seems like you have to tank a few hits no matter what?

Hmm, this crashes on Win7 when I press alt+enter to full screen. I tried turning off Aero and reverting to the basic desktop theme and all that:

Problem signature:
  Problem Event Name:    APPCRASH
  Application Name:    Game.exe
  Application Version:
  Application Timestamp:    4e8d3142
  Fault Module Name:    StackHash_0a9e
  Fault Module Version:
  Fault Module Timestamp:    00000000
  Exception Code:    c0000005
  Exception Offset:    00000000
  OS Version:    6.1.7601.
  Locale ID:    1033
  Additional Information 1:    0a9e
  Additional Information 2:    0a9e372d3b4ad19135b953a78882e789
  Additional Information 3:    0a9e
  Additional Information 4:    0a9e372d3b4ad19135b953a78882e789

Thanks for the feedback! Yeah the wall sliding bothered me a bit too; maybe I'll change it so that you can only enter wall slide state if you weren't already touching that wall while you were grounded. Not being able to slide until the apex might be confusing in its own way if you're trying to move quickly.

But yes, thanks for playing — this demo was kind of slow-paced, but there should be actual platforming in the near future.

Ah yes, the black bars. I found some bugs in the settings menu so I changed things up a bit (also created a splash screen for when you initially boot the game, so you can fix your display settings before the cutscene begins). However, I can't reproduce the 16:10 issue because I don't have a monitor to test it on.

Can you give 1.3 a try to see if it's still happening? If so, I'll have to dig around some more to find a way to test it.

Okay, pushed a quick fox for those issues. I couldn't actually reproduce the 3rd bug, but I tested it last so it may have gotten fixed with the others. I'll work on that in-game quest update tool to make it easier to skip over scenes that are buggy.

Well then, sorry about that. Sounds like quest continuity is a recurring problem so I'll have to organize things a bit. It might help if I just make the quest tracker editable to playtesters so you can un-bug the game if you get stuck (or skip segments you've already seen, because that will get annoying eventually). Will push an update later this week.

Actually, I have that same issue with the SCP driver for my DS3. Windows thinks I have a joystick plugged in at all times. Probably makes more sense to check which input method was last used and treat that as the default.

Feels great! I know you can remap, but I would add d-pad to the default map along with analog. The game seems to read the movement input as digital anyway, and dpad always feels faster to me in these games. Also add more contrast between foreground and background, for gameplay reasons.

The platforming and combat feel pretty cool, and I like how you can slash the bullets to break them. Heads up, I got stuck in a pit after falling in the area where bullets are shooting upward from below the screen. No game over or anything so I'm guessing it was a glitch.

Looks good so far!

I guess you're aware, but this is a bug 

Baits you into pressing alt+enter too. Sneaky.

But! I love the art/UI, and even the movement physics are pretty nice for a non-action game. The shift button was unintuitive though — spent a while swimming around without realizing I could climb.

Not much to say yet, but I'm looking forward to seeing where this goes.

Played around for a bit; game seems to work on a technical level, and the art is cute.

The hitbox for the axe is a bit big, but in general I think you've got something going here. Just focus on sorting out the input mapper and UI (e.g. labeling each button as an action rather than Button 3, Button 7, etc). My gamepad worked, but I was kinda fumbling between gamepad and keyboard figuring out what to press. Easiest option is probably to include a default gamepad map.

Oh, and unless I missed it: add a run button!

Oh, found it. Left a collider on by accident. Current ver (DD21 1.1) fixes that plus some other issues I didn't QA properly over the weekend.

Hmm. The black bars appear for the cutscene, the other girl runs across the screen, and it just gets stuck there? If so, I can imagine what's causing that, although I tested just now and couldn't reproduce. 


>am I supposed to be able to jump and dash upward infinitely?

You mean while climbing a wall? Wall jumps are infinite, but you should only have two air dashes, unless there's a bug. 

What resolution were you playing at? And did you happen to notice where most of the load was coming from (CPU, GPU, RAM)? I haven't tried to optimize for performance yet but it would be good to know where the problem lies.

Thank you! This is a great help. Will look into the bugs and whatnot. I usually play on a DS3 so I completely forgot about analog input. Playing a whole platformer on an Xbox dpad would not be fun...

Update on this: the Mask is working, and I set up the ScrollRect as per this thread, after some confusion. It's working with the Unity Text component but not with STM. The sizeDelta.y of both the Content wrapper object and its Text child remain at 0, even as the STM bounding box grows bigger. I can work around this by manually setting the Content's sizeDelta to match the bounding box, but I'm guessing this isn't expected behavior.

Yep that's the one. My current saving solution isn't very scalable, so I'll have to work on this anyway.

Thanks for playing! Any thoughts on what made the double jump and wall slide feel awkward? Like what was the expected behavior in your opinion?