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SkyCharger

216
Posts
11
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1
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A member registered Jul 14, 2016

Recent community posts

auto-advance oversight: when one does not have the storage for the required amount of food it will stay in the current section even if it does not provide all of the required materials. 

EG: section 10 (10000-11000) requires 500 food, but section 9 does not provide stone (and as water is not yet harvestable, stone is not mineable by the old man) which is needed for expanding food storage to that point.

Posted in Matmar comments

needs a load-splash. (I though it had crashed)

(Edited 1 time)

have to enable/re-disable auto-advance on reload to get it to stay in the area I want it to stay.

A. most of the lag seems to be gone, but jump control seems to be glitched when not running. (thought it was part of the lag)

B. You shout set the bottom of the deep spike-pits to insta-kill as suicide is the only way out of them if you fall in.

It might help if you lock buttons meant for future expansions and give them under-construction signs.

possible cause found:

water-storage has no/corrupted post level-1 upgrades (also makes dessert unreachable)

displayed values have gotten corrupted, makes it impossible to know how far back I have to go to complete a quest.

Created a new topic lag+screensize

A. the game has a tendency to lag like hell (especially during jumps that require (medium-)precision timing).

B. the gamescreen is twice the size of the browser-window. (fixing this might reduce the lag)

(Edited 1 time)

webconsole keeps reporting  key(X) not  found in ds_map[06] when moving L/R

Posted in Bugs Megathread

OSX version:

A. lighting option keeps turning itself back on.

B. I have to manually set it to windowed mode every time I run the program

A. black on blue text is hard to read.

B. passageway to last chamber on first screen doesn't allow any travel.

if this is an idler, it would help if it adjusted for off-tab time when returning to the tab.

Adoored_OSX.dmg doesn't open

the problem was internal to the .app (Contents/MacOS/Mac wasn't set as an executable)

(Edited 1 time)

boss site has no exit.

(correction: exit is too invisible to be properly noticeable)

Created a new topic mac download defective

after unzipping OSX reports that it can't open the file.

checking the content it seems that it lacks a main executable to run.

physics behaves way too wonky.

the floating barrels push the player in a completely random direction when trying to jump.

most jumps are detected way to late, frequently causing the player to fall of a platform before jumping instead of jumping to the next platform if it had been detected within an acceptable timeframe.

a few things:

A. the boxing method you've used to keep us from going out of bounds feels too unnatural.

B. her left-hip should have a fixed shape as it's mechanical, but some flexing is visible in its mesh.

Posted in Par 99 comments

mac version exits immediately.

camera and navigation systems need a lot of work (too much time wasted on reorientating)

Posted in Bloom comments

bug: text renders as the letter-boxes instead of the letters themselves, making all text unreadable.

corner next to workbench has some collision issues (or is that the hole you spoke of?)

yes, turned out that a glitch occurred during loading but, it maybe a good idea to draw the arrows a bit more fuller instead of making them look like angle-brackets.

Skip doesn't work, stuck on story.

Replied to D-Studios in Harm comments

That's what I was using, but the lack of visual feedback has made gun-accuracy non-existent. (there is making a game hard and making a game unplayable)

Posted in Harm comments

not getting any aiming-feedback, makes it nearly impossible to score a hit.

mushroom platforms act too wonky (player character falls through the fourth platform 99+% of the time), makes rest of game inaccessible.

bug: level 2 requires jumping over spikes on a 'slope'. but there is no sweet spot between hitting the end of the spikes and hitting the first of the spikes (due to their hit-boxes extending too far to the left and right)

the first drop seems too pixel-hunty to be possible.
(a spawn/save-spot just before the pit might have helped)

it works now.

 sorry for the wait, medical appointment prevented me from testing it earlier.

chrome, mac

the heart-icon stays constantly full, no matter how many hits the player has taken.

A. please include mute-button.

B. collision detection feels ... off.

problem: The heart/health icon does not reflect the player's actual health. 

interesting concept, but the action-select-system needs a bit of work. (moving to the desired action is a bit too sluggish)

perhaps you could map the numeric keypad (rightClick+number) to the actions.
(5= move, 8=hand,9 = teleport, etc. basically the same placement pattern as the current selectByMouse system)

You haven't checked it for comments for half a year?! (sorry, but that IMHO counts as borderline legal ignorance)

I've just checked the Kong version and it has comments in a broader but clearly similar vein to what I said, so "no one complained about "too high jumping after boosts"." is a clear lie.

you got my comment backwards.

I've gained enough boosts that the tolerances of some passages have become too tight.

bug/oversight: jumping is not throttleable, while some passages become nigh-impossible after a few 'insignificant boosts'.

it means it runs smoothly