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A member registered 287 days ago

Recent community posts

Replied to Gamad in quality/framerate

that might help, but the feeling I got was that the game renders even the most distant objects at full detail when low-detail should be more then sufficient for those.

mac version damaged/corrupted.

Replied to Sam in WAVE comments


Created a new topic quality/framerate

could you add options to reduce quality? The frame-rate is choppy on my system.

Posted in WAVE comments

crashed on selecting replay

Posted in Door comments

do not be deceived, this game is Windows only.

what to do with the red ghost?

one flaw: the cursor obscures the 'press e to ... something' messages

(Edited 1 time)

Had a small hunch that was a possibility but wasn't certain.

super-laggy, no option to reduce resolution (fixed at 1680*1050) to make it somewhat playable on my Mac.

data corrupted after 1D part on mac.

Gglitched through a wall. This should trigger a reset, not let the character fall for all eternity.

(Edited 1 time)

checkpoints do not trigger/work.

edit: checkpoint-portal did not show up during first play

concept is good, but the mouse-tunring is way too fidgety.

Posted in EXIT comments

Brightness needs work. While it's technically 4 shades the brightest two are indistinguishable, reducing the effective number to 3 shades.

Posted in Phase comments

only one complaint: except for fullscreen the game's resolution doesn't scale with the canvas.

When asking the player to type a word, explicitly state you want the English word ... during my first try I lost all my hearts from typing the word to be translated instead of the English translation.

A. the 'speed-up' is unnoticeable. (would be better if you make it complete the sentence in one go)

B. I've had it with three of the bosses so far

bug: mouse-look doesn't give the full 360 in a single pass, and unfocusing and refocusing the browser doesn't adjust the center-point of mouse-look. (common solution with most browser-games with this issue)

Created a new topic needs skip-dialog button

I'm getting sick of having to read through all the dialog over and over, without any thing to even speed it up.

I've had many cases where a hit was registered when player-sprite and projectile-sprite had a gap of a few pixels between them (what I call the false-hits), so pixel-perfect is not a moniker I would use for the collision-detection.

(Edited 1 time)

The false hits make the game impossible to play.

A challenge is okay, but please, make certain that the physics match up with the level design, and vice versa.

PS: while the chance of being hit by an object is disproportionately large, the chance to hit a monster with the spear during a jump is disproportionately small, leaving less than a single frame worth of error for timing in some places.


here is a sample of a repeating error code found by checking the webconsole

blob:https://v6p9d9t4.ssl.hwcdn.net/5eb3b668-09a5-4e06-...:1 Animator.GotoState: State could not be found

_JS_Log_Dump @ blob:https://v6p9d9t4.ssl.hwcdn.net/5eb3b668-09a5-4e06-...:1

Djb @ blob:https://v6p9d9t4.ssl.hwcdn.net/5eb3b668-09a5-4e06-...:14

Ejb @ blob:https://v6p9d9t4.ssl.hwcdn.net/5eb3b668-09a5-4e06-...:14

Bjb @ blob:https://v6p9d9t4.ssl.hwcdn.net/5eb3b668-09a5-4e06-...:14

Ty @ blob:https://v6p9d9t4.ssl.hwcdn.net/5eb3b668-09a5-4e06-...:23

Uy @ blob:https://v6p9d9t4.ssl.hwcdn.net/5eb3b668-09a5-4e06-...:23

gw @ blob:https://v6p9d9t4.ssl.hwcdn.net/5eb3b668-09a5-4e06-...:23

ZC @ blob:https://v6p9d9t4.ssl.hwcdn.net/5eb3b668-09a5-4e06-...:23

u0j @ blob:https://v6p9d9t4.ssl.hwcdn.net/5eb3b668-09a5-4e06-...:5

s0j @ blob:https://v6p9d9t4.ssl.hwcdn.net/5eb3b668-09a5-4e06-...:5

r0j @ blob:https://v6p9d9t4.ssl.hwcdn.net/5eb3b668-09a5-4e06-...:5

gsi @ blob:https://v6p9d9t4.ssl.hwcdn.net/5eb3b668-09a5-4e06-...:6

Q_i @ blob:https://v6p9d9t4.ssl.hwcdn.net/5eb3b668-09a5-4e06-...:5

Uem @ blob:https://v6p9d9t4.ssl.hwcdn.net/5eb3b668-09a5-4e06-...:25

invoke_iiii @ blob:https://v6p9d9t4.ssl.hwcdn.net/5eb3b668-09a5-4e06-...:1

lIk @ blob:https://v6p9d9t4.ssl.hwcdn.net/5eb3b668-09a5-4e06-...:21

QHk @ blob:https://v6p9d9t4.ssl.hwcdn.net/5eb3b668-09a5-4e06-...:21

_Ia @ blob:https://v6p9d9t4.ssl.hwcdn.net/5eb3b668-09a5-4e06-...:13

a4a @ blob:https://v6p9d9t4.ssl.hwcdn.net/5eb3b668-09a5-4e06-...:13

$3a @ blob:https://v6p9d9t4.ssl.hwcdn.net/5eb3b668-09a5-4e06-...:13

m1a @ blob:https://v6p9d9t4.ssl.hwcdn.net/5eb3b668-09a5-4e06-...:13

n1a @ blob:https://v6p9d9t4.ssl.hwcdn.net/5eb3b668-09a5-4e06-...:13

Kvc @ blob:https://v6p9d9t4.ssl.hwcdn.net/5eb3b668-09a5-4e06-...:7

Svc @ blob:https://v6p9d9t4.ssl.hwcdn.net/5eb3b668-09a5-4e06-...:7

w_a @ blob:https://v6p9d9t4.ssl.hwcdn.net/5eb3b668-09a5-4e06-...:13

iZb @ blob:https://v6p9d9t4.ssl.hwcdn.net/5eb3b668-09a5-4e06-...:8

svb @ blob:https://v6p9d9t4.ssl.hwcdn.net/5eb3b668-09a5-4e06-...:14

Bem @ blob:https://v6p9d9t4.ssl.hwcdn.net/5eb3b668-09a5-4e06-...:25

dynCall @ blob:https://v6p9d9t4.ssl.hwcdn.net/5eb3b668-09a5-4e06-...:1

dynCall_wrapper @ blob:https://v6p9d9t4.ssl.hwcdn.net/5eb3b668-09a5-4e06-...:1

wrapper @ blob:https://v6p9d9t4.ssl.hwcdn.net/5eb3b668-09a5-4e06-...:1

(anonymous) @ blob:https://v6p9d9t4.ssl.hwcdn.net/5eb3b668-09a5-4e06-...:1

blob:https://v6p9d9t4.ssl.hwcdn.net/5eb3b668-09a5-4e06-...:1 Invalid Layer Index '-1'

He can't reach the upper corners...

you'll need a lot of patience, but he can be beat that way

doesn't respond to the jump-key(s) half of the time.

how do you run it on Mac?

up+repeating attack = infini-jump.

need a way to fall through platforms (at least 2 function as reload forcing dead-ends.)

I've tried it again with little success but a quick check of the JS-console shows a repeating nullReferenceError, that may be what's screwing things up.

Exception in thread "AWT-EventQueue-0" java.lang.NoSuchMethodError: beyondTheScreen.JFrameCamera.revalidate()V

at beyondTheScreen.JFrameCamera.switchToGame(JFrameCamera.java:70)

at beyondTheScreen.gui.JPanelMenu$1.actionPerformed(JPanelMenu.java:77)

at javax.swing.AbstractButton.fireActionPerformed(AbstractButton.java:2028) ...etc

game is unplayable (can't see an effing thing) until this is fixed

too many false hits, please tighten hit-boxes.

Replied to Alexa in K>A>T comments

just an "end of game" message should suffice during this stage of development.

Posted in K>A>T comments

Would like an indication that the last level has been finished. (currently looks like Level 15- Teamwork has jammed on finishing it.)

Clear X dungeons count stays stuck at 1, but I'm already at dungeon 58.

(other achievements work as they should)

While that is a reasonable strategy, I've had a few cases where the enemy didn't register a hit OUTSIDE the invincibility-period.

fire-button not decoupled from screen-scroll, unplayable.

Could you add a message for when the game ends with a score of 3-3 (a simple "DRAW" should suffice). tested by deliberately sending both into the abyss of Destiny Towers.

Created a new topic reset button needed

there are a few ways to get stuck, forcing the player to reload the page, just to try again. it would greatly improve playability if you added an option to reset the level.

Posted in Eibas comments

serious mismatch between input-timing and pacing of A.I., unplayable.

tip: the standard keyboard-layout for player 1 isn't suited for two-player, it's better if you 'split the keyboard in two'. that way the players won't get in each other's way.