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thePalindrome

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A member registered Jun 17, 2014 · View creator page →

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Pretty fun and cozy, but a bit buggy (gird was floating off the ground for a moment since I guess I moved too fast, and eventually the game locked up with 55% completion), but certainly a fun little game ^v^

It's a bit of a jerk move to pull the playable version from itch, especially as there are people suing valve over steam right now, but it's not like I can do anything other than raise a note of complaint that I'm now unable to play. It's also worth noting that other games have had demos available for some time while being small or even solo studios! Even if you wished to abandon it, it would have been nice to leave it up as a legacy build. I wonder if the yogscast is legally forcing you to remove the old build via contract, which I find concerningly possible!

A pretty fun little adventure game, although the movement feels a bit rough (it being 4-way instead of 8-way, and the frequent screen transitions slow things down), and the story is a bit off as the contract you get accomplishes nothing as the mayor and mr money haven't changed anything, you've just started fixing things in the short term. Either way, a rather cutesy art style, lovely music, and generally good atmosphere!

Since you've now announced it in-app, how far away will the keys be distributed? It'll be nice to put in some time that isn't on a touch screen!

The browser console errors aren't part of the game, but being reported by the godot wasm export, they're not fatal and while they'd make debugging difficult, the fact this *is* a wasm export means debugging is a bit of a lost cause to begin with!

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Once you hit e^5 metamatter, it jitters really badly and gives me a headache and leaves me more or less unable to read the amount. Otherwise, fairly fun for a short experience!

EDIT: It goes away for a bit, then comes back at e^7, it's something about the /s indicator that causes it to dramatically change length, the fix is to enforce a given width, or to left-align, or whatever, I'm sure you don't need me to give fix suggestions :P

I'd never noticed that! Nice catch, that helps a lot with power usage, thanks!

I'd sworn stalling her on cam 6 didn't work, but I just tried it and it worked, so I'm going to assume it was just the random sort of bug that I keep running into for some reason!

But yes, camstalling will keep her from being "pushed", but when combined with the fact that chica and bonnie make sound when they approach, and that foxy just needs the camera to be up, it's not a problem to camstall the entire night

You just need to have the cameras open at all and she'll go on cooldown (if this works just like fnaf 1, which seems to be the case)

And for freddy, if your camera is pointed at that last location on the right, freddy can't move, even if your cameras are down (that's called the "Camera Stall", or just "Camstall". It's an oversight of Scott when he made FNAF 1, but has been canonized and used everywhere)

To respond to your other response, if we assume everyone works exactly the same, bonnie will just randomly pick spots in her path, so you're mainly just looking to catch her on the lights (there's a sound cue when bonnie or chica reach the doors). Bonnie's a lot trickier since you can't see her on lights if the door is closed, so you'll mainly want to just check the cams to see if you spot her, unless you want to risk the timing on flicking the door open to flash her

Given that I've tried it and lost to her several times due to it not working, I'm going to guess we're cam-stalling different cams

In normal FNAF, Foxy requires the cameras be active (not neccessarily at Pirate's Cove) frequently enough to "stall" them. While Freddy can be "cam-stalled" by keeping the camera on the lower-right camera spot, even if you're not looking at it...


In this game, Freddy's "Cam Stall" doesn't work, so you'll have to just keep the right door closed until she leaves. I'm *moderately* confident that Foxy acts the same, but if you're wanting to be certain, just poke Booty Cove every so often!

Is it even possible to finish the "Prophecy" event in early-dungeon? The CRT effect makes the colored text in the log painful to read, and I'm not sure if I can actually clear it (I also missed it the first time as events auto-close if left alone long enough, and I'd stepped away to make food XD )

The cost of the forest seems to be mis-labelled, as the store says 100 gold, but it's actually *300*, which isn't obvious at all!

It's a bit of a pain, especially for first impressions, to have a button that just... doesn't work (seemingly, at least)

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Really fun as always, although I question the difficulty of 2 / 5, given how I was completely stuck on the window puzzle and got it by sheer chance (I was trying to replicate moves on the other side of the window, but the moves seem to have a random component, so I really don't get it)

After the window puzzle, things went pretty well, and it was really fun! I rather liked the parallax visuals, although I can see why others wouldn't enjoy it as much!

Blind faith as in first click on the board, or as in "I couldn't get enough information to say for sure which of these two spots it was"?


Hopefully it's the latter, it does bug me when devs make minesweeper that generates immediately, instead of after the first click

I thought the three keycards was part of some required thing, and even after getting the second sword, it makes things harder as much as it makes things easier, as it's now twice as likely to catch a point the "wrong way" and send you moving downwards. I'll keep trying for another 15 minutes, but I may just have to give up on this game again

A rather nice, short game!

A few things that'd be nice:
For the first omega upgrade to also apply ticks, which would make it actually useful (One tick will generally at least double your production, and you'll be prestiging often enough that your points don't stay high for very long)


Hotkeys or other automation, especially later on!


Reordering the achievements so #2 is moved to #5, since it's one of the last ones you get


A timer in-game so you can see if you're on track for #6!

A really fun little game with some really nice music! The fact you can do some more prodding to find two secret tombstones as well as hints and information helps keep it from getting frustrating!

Really nice little game, although I do wish you could collapse some of the 1.1x military multipliers to just "defeated enemies", and I'd like an Energy gain stat. I will also note that I beat it on my second run, only unravelling three secrets, so late game balance might be worth changing!

There's the official adobe flash "projector" player, or projects like gnash, ruffle, or supernova (I think the last one isn't open source, if that matters to you)

Heh, those bugs are always hard to catch, because you're so used to clicking through the tutorial in the proper way, you don't ever end up missing buttons or flubbing movements!

Seems like it'd be very comfy, but softlocked the game twice during the tutorial:

If you accidentally misclick and close the fabric buying window without buying two cotton sheets, you're not allowed to reopen it

My arm twitched a bit right as I finished cutting the first sheet, which seemed to break everything (seems it's known, though)

Ohh, I thought it was required, since I couldn't seem to go down, and I was told to "head to the left", which I interpreted as to that!

Either way, knowing it's optional makes it a lot more bearable, it's just sometimes a pain to deal with the fact that every time I respawn my gear is in a slightly different position, making attempts extremely inconsistent!

I'll repeat that it is pretty darn unique, it's just that, as you said, you got a little carried away, which is pretty easy to do when making something like this ^v^

A rather fun little game with some very interesting platforming, but very much falls under the "dev got too used to the controls" that other games encountered (see the game Nauticrawl, where there's a rather interesting blogpost describing how that was caught). Especially in the gauntlet just left of the starting room, it's a bit more frustrating than rewarding trying to "bounce" on the sword points. Other than that I'm enjoying how the boss fights are structured, the story, and the relatively unique upgrades in this metroidvania!

A very fun and silly little game, although the screwdriver and the hammer were *really* hard to see, so I didn't win until the second time around!

A bit of a suggestion would be to add some randomness for things like the password, and to make it a bit more clear that "cleaning the quantum bridge" just means throwing out the filter!

I guess that'd be post-jam stuff though, so oh well

Ended up getting to the 4th machine before I noped out of there, but I do appreciate the madness that slips in (get it?)

It's got a very Mike Klubnika vibe to it, which is a *fantastic* aesthetic! Thanks for making more neat stuff ^v^

A fun "classic" feeling game! My biggest complaint is that the physics on the last level are... odd. I've "fallen off" of the walls a few times as they send me upward, displacing me and making the timer desynchronized from the possible positions!

A ton of fun, although there were some issues with layers 4 and 7. Layer 4's suggestion to split into equal sized pieces... doesn't make sense, given that the rails are intrinsically different sizes, and even the examples disprove it!


I don't know why trying to solve layer 7 didn't work, but even with the actual grid (I first tried straining my eyes to use the one in the book) and the keyword, neither myself nor dcode were able to produce the correct answer!

You've probably figured it out, but that means you're currently selling 0 of the 2 that you own. Get the cursor over there and then press right to tell it to sell! Don't forget to confirm by selecting "Market" at the bottom!

Heh, I can entirely understand the delay for a fun feature! Honestly, making development fun might result in more development speed than cutting out the content, because motivation is... strange like that!


Thanks for the update, and I look forward to playing it in 20XY, whenever it comes out!

Offline is one option (Some games will detect a high enough delta and engage offline), but just checking the delta and compensating with assumptions (as in, "With X jump boost upgrades, Y clones, Z gravity, and W boost, we should be getting about T resources per second")!

This is a pretty interesting little game, although the red pad is a huge pain to use due to the magnetism, requiring that you get more jump upgrades to counteract the arresting of your horizontal momentum!


Could also use some "tick catchup" to deal with being slowed down by system resources or by being tabbed out!

This was another fun and silly little game! I'm a bit sad about the fact there's no branching or decisions... Therefore, I'll just have to take you up on your "bet" then! Thanks for making more of these fun experiences ^v^

Huh, after a few levels (I think I was on level 7), I load into the level then my character immediately just spins and ascends. When I hit escape and restart the level, it just dips to black and never comes back. Either way, it was a pretty interesting game, although I'm not sure how to feel about the way it's built that you have to puzzle things over, then move incredibly quickly in order to not die!

Seems pretty interesting to toy with, but it seems there's no way to rename files, and they've stated they refuse to run the virus with that filename, so I don't know how to really proceed

The offical flash "Projector" works fine, there's also open source projects like gnash and (better yet), Ruffle, although their AS3 support is still being worked on!

You have to click on the "Town" button in the top right (which is partly blocked by the itch buttons. Reaching the named buttons is easy enough, but the settings button requires you control+scroll in the page itself and makes the game misbehave because the ui code handles resolution changes badly), then you can click to upgrade your max automatons!

I'm finding this pretty interesting, so hopefully you're able to give it a shot and see what you think, too!

Has anybody else been having issues where crafting things sometimes consumes a thing instead? I'm doing the sudoku again (this if my 4th playthrough) and I'll print a memory card, only to find I've gone *down* a memory card when I go to actually imprint the numbers

A really neat concept that I'd love to play more, but the broken pause makes everything *awful*. I'll unlock religion and be locked out of my train for some 20 seconds, during which time the furnace empties and the pressure builds, bringing me incredibly close to failure right away! I also couldn't find where the religion menu *is*, although I hadn't managed to pick up the maxreligion1 upgrade. Lastly the apostrophe seems to be broken, I'm guessing it's a charset issue (maybe it's unicode being turned into ascii or something? It turns into a euro, another symbol, and the trademark symbol, but only during the events, it's fine in the help menu)

A rather interesting (and fun!) little game, although I was confused about quite a lot of the mechanics at first, and I still don't know what's the purpose of the optional area to the far east (I cleared it, but wasn't given a new tool or anything like that)