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SkyCharger

406
Posts
15
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3
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A member registered Jul 14, 2016

Recent community posts

I'm playing on a intel core 2 running at 2.83GHz with intel q43/45 express chipset running win10 at work.

braking takes way too long (most likely due to improper/nonexistent  lag-handling and causes way too many fake wall crashes.)

Could you please add some actual english instructions instead of doing the same exact text twice and adding the label "english" to the second version?

A. Doesn't return to anything on death.
B. No means for canceling a wall grab (can easily screw up timing)
C. No explanation of controls.
D. Third screen is impossible to perform (or is victim of C)

Could you please add english text?

(1 edit)

guy can't climb down.

correction: guy gets stuck too easily. (first three times was on top of ladder)

is mid-air steering supposed to be as ineffective as it is? (it's present enough to make one want to correct jumps mid-air, but it's not present enough to actually allow that)

starting area doesn't allow one to get a feel for the controls. (preventing one from mediocrely (let alone accurately) gauging when and/or where to jump.)

firefox, win7. (standalone works though, so I'm guessing this is a WebGL 2 issue)

except for a few icons the screen is completely black.
Webconsole constantly reports:

Invalid pass number (2) for Graphics.Blit (Material "PostFX - Depth Of Field" with 1 passes)
Invalid pass number (3) for Graphics.Blit (Material "PostFX - Depth Of Field" with 1 passes)
and
Invalid pass number (7) for Graphics.Blit (Material "PostFX - Depth Of Field" with 1 passes)

on line 773

new problem, whenever one jumps it cancels all horizontal momentum, but the first screen right of the start can't be done with moving after starting the jump (by the time the game respond the jump is already too far into its descent)

no, but during the last glimpse of the error I noticed that it's complaining about a cursor positioning command going outside the console-dimensions. (perhaps a resize command has failed?)

crashes on start-up (itch app reports a missing "../content\map.bsm")

crashes immediately after title screen. (says something about "parameter Left 100" but closes to quickly to be able to really read it)

what are the controls (beyond left/right)?

post-dash area requires impossible timing to access. (putting that first step a block lower shouldn't make it accessible for those that haven't gotten the dash yet.)

could you please add a skip (to next) text key/button?

(1 edit)

second upgrade does nothing, now stuck in area leading up to it.

Correction: the more obvious path after the first upgrade leads to a dead end with a useless upgrade.

___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of  Step Event0
for object obj_player:

Variable obj_player.s_charm(100026, -2147483648) not set before reading it.
at gml_Script_PlayerState_Charm
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_PlayerState_Charm (line -1)
gml_Object_obj_player_Step_0

flies out of control way too quickly

how do you change the scale factor? (part of screen invisible due to vertical size exceeding 1080)

~75% of my deaths seem to be attributable to 'fake hits' and input lag (EG: character was ordered to jump over approaching obstacle, didn't respond until after respawn, resulting in character jumping into falling spike at respawn point ... IMHO secondary deaths like these should not be added to the tally)

does not detect Logitech Dual Action.

minor issue: in the main menu the scale factor is, with exeception of X1 and X4, unreadable due to the 3x3 font used. (my advice: use a 3x5 font, then you could render the numbers as 7seg, instead of the misshapen blobs they are now.)

the windows zip has the princessed executable without the ".exe" suffix, making windows (and the itch app) think it's not an executable.

Please lock arrow keys to game, I don't like having to constantly scroll back while moving downwards.

game screen is too large (looks like it uses a fixed scale factor, instead of basing it on window size)

A needs sprites specific to wall-jumping.

B. level after one that requires wall-jumping requires a lot more time to finish than is provided.

only the numpad keys work.

another thing, the option to turn on gamepad/joystick support has no effect whatsoever. (can't set any direction/action to a gamepad button whether it's on or not)

90% of game falls outside of screen.(including the entire HUD)

Main menu is untraversable beyond having everything treated as a press on start.

"Hold Z to pick up" should be "hold Z while walking to pick up" (I thought the pick-up function was non functional)

neither works on my PC (I even checked if I had to go through the extra hoop of clicking on "restart from save-point", but that just kicks me back into the main menu)

Where's the auto-aim for keyboard and mouse? (while I do have a game-pad, the game simply refuses to respond to it, even though every other game treats it as xbox360 compatible)

How can I activate a save-spot?  the only instruction "press left joystick" doesn't work.

Not all fixed obstacles can be seen. (would be nice if there was a clear difference between background and foreground, as they sometimes have the same color.)

Switches should be visible before they are carried out. (current system had me believe that it frequently refused to accept valid switches as such.

I just found the game again, and 2 problems have revealed themselves.

A: most jumps are prematurely aborted by the game.

B: at least one bulb is missing. (that or there is no safety check for trying to activate a lamp other than the next one in the chain, resulting in a bulb being used on the lamp without activating it)

I think you need to set a deadzone for velocity/momentum to prevent the ball from going into perpetual oscillation. (I think it's this oscillation that's causing the problem)

Sorry, but the game refuses to jump too many times to make it playable for me. (suspect buggy/non-existant lag-handling)