T-shirt has been re-used quite a long time ago already π I have been even more eco-friendly in Chapter 3, near the big hole - but I used even that already - and my only remaining container is green, and nowhere to make it transparent, except for myself which is not healthy, so I could recycle.
I've also tried to create a medieval flashlight - in hope for some critical fears - or something - but looks like a no go.
I guess I just made too much mess π₯² (because I've realised that I can actually run from brown triple-K only after I've wasted all my health and warfare - should have read Page 10 more throughly before playing the game π
)
Vivid Warthog
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I must say - I love the controls implementation. I've always rather avoided joystick controlled adventure games because of the slow and cumbersome controls. But here, the controls are genius. As described in one of the comments below - the joystick movement is reduced to the minimum. But since the scheme is new, it needs a little bit of the time to get accustomed to - but once you get it, it plays great.
I've found the problem - seems the game is not compatible with DolphinDOS kernal (to speed up the disk drive).
When used with DolphonDOS, after selecting "new game", instead of "a week ago..." There are couple of color flashes (white, red, cyan) and then the frozen GUI with black game area appears, and the music is not playing, just the few notes then silence.
Hope it helps.
Hello Windigo!
A question - when I start the new game all I get is the GUI with flashing joystick and a beating heart - the play area is black and the game doesn't react to any joystick movement in neither port 1 nor 2, is this normal and I just don't know how to start or is something glitching up? π€
This is the most useless piece of software that I can't live without anymore β€οΈ
Works best when I share the screen at work.
It should be build into the OS as far as I'm concerned π
But I'd like to ask about the possibility of a feature that I'd dearly love to have - do you think it would be possible to implement auto-disable/pause when another fullscreen/fullwindow is focused/topmost?
Not to be confused with maximised windows, I mean true fullwindow applications, like dx11/dx12 games in (borderless) fullscreen mode.
Currently I experience an issue when a game is opened, the Paw still makes sounds and use resources (GPU in particular) when a game is running topmost. So I need to first remember to disable the Paw before running a game and enable it afterwards, it's very inconvenient.
I think system cursor is required for you to be able to click on anything precisely.
But if you want, to can set the transparent cursor image in the system mouse settings (you need to find transparent .cur image online though) or try as I did, set the red dot as the system cursor (like a laser pointer, lasers and cat paws are like bread and butter)
Thanks for clarifying the use and scope of generative AI, appreciate it!
I love the idea and sound of the dynamic soundtrack, do you plan to change/evolve the music as the game changes/progresses? Reminded me of iMuse that was awesome, but unfortunately somehow forgotten when streaming prerecorded music became a norm.
Your translation finally makes sense, I've actually used machine translation to read the description, but I've translated it to Polish, but it seems that the translation was done so poorly that I didn't get they fall due to player actions π
Well, having this new knowledge, it's time to try the game again π
Interesting game, fun to play although a bit glitchy.
Sometimes rock don't fall when they should, sometimes they fall where they shouldn't, for example when I stand in a tight tunnel and drill a stack of rocks, I die instantly because a rock that should not be able to fall on me, as there is a ceiling above my head. (See screenshots)
Sometimes they just freeze in the air.
Sometimes there appears an empty space that I need to drill through.

I've never seen a sokoban with such attention to things outside of box moving, every clone was just the core, stripped down to the bare logic puzzle part.
But those non-core additions actually make the core game way more enjoyable and fun, it's great that you revived the whole :D
BTW, since I don't have an equipment to test it right now, does the "map testing" involves automatic map testing or just the manual?
Hello!
Thank for the feedback π
Of course, what I've suggested might sound nice in theory, but every theory is worthless unless checked with the reality, and to check this properly was to actually try it in a game. And it looks that in this case it was a miss π
It's nice that you've tried it, I'm flattered.
Maybe it will be handy if you ever try a fixed-camera setup in another game π
Nevertheless, I'm sure that Desmond's Castle would work perfectly in twin-stick gamepad setup, feels like bread and butter π
Here's the project code with three examples:
https://hitorisensei.itch.io/unreal-project-example-top-down-360-mouse-targeting
- the "Look at mouse" which always points the attack at the direction of the mouse
- the delta-derived attack angle, which changes only when player moves the mouse
- ...and version with easing added
I've never shared the whole projects before, but I hope it will work :D
I can drop the compiled version too, just need to know the system you are using.


