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Shane the Freestyler

200
Posts
5
Topics
4
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13
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A member registered Apr 21, 2022

Recent community posts

Seems like it's working now!

Windows 10, using Firefox 145.0.2. I do see the loading screen, but after that is just a snow covered area and clicking around does nothing.

It just loads to a static image

So chunky, I got a little sticky at the end! Er... let me rephrase that...

I got all over those chunks and... Wait, no...

Feels real good sliding those blocks into... uh...

It's a real fun game using polyminos! Definitely tricky at the end, but it really got me thinking at the end!

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So, one mechanic that isn't explained except through comments is this "deadzone" mechanic. Apparently, as coins fall, red lines grow from the outer edges at the bottom of the screen. ANYTHING that falls over these "deadzones" WILL NOT COUNT! It's a bit punishing of a mechanic as it means you'll eventually receive no credit for things that drop and you'll eventually enter an unwinable state. Frustrating seeing as there's nothing that tells you of this besides the inconspicuous loss of winnings as it becomes more and more egregious prizes are dropping and you're scoring nothing.

There should be a way to overcome this, even if it's slower than a lucky drop.

Also, sometimes, (although rarely), coins manage to jump over the pusher and onto the sides with no way to push them back in. This should never happen.

I see I'm not alone in feeling the first major puzzle is harder than the rest of the game.

The increased resolution makes some of the numbers hard to read if you play in a window on a 1080p monitor. Also, with the new space in the UI, I'd like to see character weights return. I wanna see how heavy my character getting!

Clock still runs slower than it should. I used a stopwatch to see how long a minute in game took and it took about 1:15.

I just noticed the timer for the Conquer buff is slow. Each second takes 20% longer than it should. So 1000 seconds, (or 16 minutes, 40 seconds), in reality takes 20 minutes!

It's fiddly, but it works!

How do you even climb?

I'm not big on numbers being abbreviated when it makes it harder to judge how your attack is scaling against enemy HP.

There's a HUGE bug in this game where it will give you a hit if you mistakenly double click a wager. There should be a pause before the buttons appear to prevent this.

The biggest update in a long time!

Well. Somehow, I glazed over that. <.>;

Perhaps instead a statistic that tells you how many mistakes you've made? That way, if you chose to replay, you could aim for a better score.

Trying to generate a medium planet broke the game...

The cables don't appear right.

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Might I recommend a sort of "stage 1 forgiveness" system? Specifically, mistakes on stage 1 are free since A: Running out of medals means restarting stage 1, and B: you can just as easily restart the game if you make a mistake early to reset your medal count. By not counting mistakes on stage 1, it can save the player time not having to worry about making mistakes and getting a game over too early because they wasted their attempts on the first stage.


PS:The game is WAY TOO DIFFICULT! I can't even pass stage 2 without loosing too many medals!

Pretty simple, but at this stage, that's to be expected. (No pun intended!)

I think Luci is adorable! She gets really fat with larger broods, and I love it!

I don't have any color problems that I know of, but I was noticing I was having issues clearing yellow balloons until I had a closer look and saw they're supposed to be orange! Thing is, the shade of orange is so light, even PowerToys Color Picker said it was gold, which is just a slightly darker yellow, and I mean slightly darker!

It's a good thing a colorblind mode does exist, because these shades are too similar to tell apart!

I just discovered the hard way that restraint keys are now contraband when they weren't before! Probably shouldn't be surprised since, yeah, that's probably not something an inmate should be allowed to carry.

I got Remmy.

Took me a good while, but I got a perfect!

Recycling doesn't reclaim your spent tiles! I was having fun trying to figure out how to reroute my rails to reach where I need trains to go until I noticed I was suddenly running short on rail tiles I had recycled to try and replace them!

The odds of losing money is a little high considering how often Rainbow Balls spawn in. Maybe at least add more pins on the outside to prevent a guaranteed loss?

Aw. The new UI doesn't show your current weight.

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"Trash basket" but "trash can" works on the not trash can? (A trash can wouldn't have a lattice design.)

Also, you can't be more specific and type "chocolate chip cookies" for "cookies".

"Photos" should work for "pictures".

Actually, this happened on the sample tracks.

Okay, something I don't get... How is it possible for a marble to cross the finish after another, but get a faster time? I've had several races where whatever marble that crossed first, flag icon and all, suddenly drops to 5th or 20th.

Well, at least my finger thinks thinks the auto upgrades should come sooner. And I think I was at manager? I didn't pay much attention to the exact title.

Also, I'm not sure if I misread them, but I think the price of the first couple upgrades are higher than they actually are. I ended up saving more than I needed at first because of that. (Not to mention hitting a couple half money penalties along the way.)

The chip storage mechanic should probably be better explained. I assumed the heater prevented any loss. (Also, why heater? I've never heard of hot potato chips. Unless we're not in the US, which everything being listed in dollars makes me assume.)

As for the wheel, I'm a little mixed on that. The bonuses are nice of course, the penalties can be a bit steep, but the worst one is the canceled delivery since that basically trashes the entire next day if you're able to peel every single potato you had.

Shift length? Maybe a solid minute to make things a bit more comfortable or make a third batch possible if you got really fast fingers.

I think the auto equipment should come in a bit earlier, there's way too much button mashing required before they're unlocked. Also, the deliveries don't scale to your storage capacity at all. Seems pointless to have a cap of 750 potatoes if you usually only get like 30-80 per day.

Lastly, the storage heater doesn't work at all! You still lose chips at the end of the day! This makes it impossible to get a jump on each day and serve any customers who... decided to sleep overnight at your restaurant?

Basically, there's too much that artificially slows progress down.

I can't even get past the first level. RMB does nothing, and neither does pressing any of the keyboard keys.

Say that again?

There's UI elements that fall offscreen, even when in fullscreen mode. I can't see how much things cost.

The controls don't fit in the window.

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There seems to be a bug in the way endless mode currently works with how it spawns in obstacles.Sometimes, a barrel or a see-saw will spawn from the left and shoot across the screen, slamming right into your biker.

Kemopop! community · Created a new topic 危険BUG

There seems to be a bug that causes the game to not properly render 危険 on the Danger Line. I'm not sure if this is something to do with encoding. I do have Japanese scripts installed on my computer, but I see this instead.

I literally can't get past the tutorial. It says something about an orbital cannon, how do you do that? And why is there a timer? It makes me fire twice when I mean to fire once!

Didn't leveling up in previous versions restore all your stats instead of just the one you increased, or am I misremembering that?