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WanderingShadow
Recent community posts
That was lovely! The challenges were difficult, but not overly so, and the music and atmosphere were both very nice. I noticed the screen would occasionally shake a bit after a transition, but I almost feel like that just added to the ambiance of being in a cave. I got 13 on my first run. Time to see if I can grab those last two!
Edit: I just got them! I have to admit I'm pretty bad at the trick from the end, but I think I'll get it with a bit of practice.
I think that's the first time I've ever seen a "screw you" section in the credits, lol.
Fun game. The cats-eating-blocks mechanic felt fresh. I don't think I've seen it in a puzzle game before, though I admit I don't play too many of these.
Could probably use an actual tutorial at the beginning of the adventure mode. There were a few times where wins or losses would come up so fast I didn't really understand what was happening. It looks like the rules might change as you go, too, so maybe an explanation of that somewhere?
Your take on the double-jump is really creative! I think the only thing I didn't like was the lack of checkpoints. Respawning at the last upgrade gets kinda tedious when you're trying to figure out a room and get sent four screens back each time you die. Maybe make the little yellow mushroom house in the central area into checkpoint when that room is entered.
Whoops, I found a bug on the bonus route. I think it's because it doesn't remember the name I entered from previous runs.
While running game code:
File "game/bonus.rpy", line 20, in script
mc "YES! It's her! She's coming here to find me!"
KeyError: u'mcname'
Full traceback:
File "game/bonus.rpy", line 20, in script
mc "YES! It's her! She's coming here to find me!"
File "renpy/ast.py", line 921, in execute
renpy.exports.say(who, what, *args, **kwargs)
File "renpy/exports.py", line 1373, in say
who(what, *args, **kwargs)
File "renpy/character.py", line 1251, in __call__
who = self.prefix_suffix("who", self.who_prefix, who, self.who_suffix)
File "renpy/character.py", line 1172, in prefix_suffix
return (sub(prefix) + sub(body) + sub(suffix))
File "renpy/character.py", line 1152, in sub
return renpy.substitutions.substitute(s, scope=scope, force=force, translate=translate)[0]
File "renpy/substitutions.py", line 278, in substitute
s = formatter.vformat(s, (), kwargs) # type: ignore
File "/home/tom/ab/renpy-build/tmp/install.linux-x86_64/lib/python2.7/string.py", line 563, in vformat
File "/home/tom/ab/renpy-build/tmp/install.linux-x86_64/lib/python2.7/string.py", line 585, in _vformat
File "renpy/substitutions.py", line 168, in get_field
obj, arg_used = super(Formatter, self).get_field(field_name, args, kwargs)
File "/home/tom/ab/renpy-build/tmp/install.linux-x86_64/lib/python2.7/string.py", line 646, in get_field
File "/home/tom/ab/renpy-build/tmp/install.linux-x86_64/lib/python2.7/string.py", line 605, in get_value
KeyError: u'mcname'
I get this when attempting to go beyond the options menu:
___________________________________________
############################################################################################
ERROR in
action number 1
of Step Event0
for object obj_startup_options:
Push :: Execution Error - Variable Index [4] out of range [4] - -5.arr_b_options(100125,4)
at gml_Script_scr_options_save
############################################################################################
gml_Script_scr_options_save (line -1)
gml_Object_obj_startup_options_Step_0
I love the look and feel of the game! Right off the bat having Death being annoyed that you interrupted his birthday is just hilarious! One thing I might suggest is that you may want to make power-ups disappear completely once the player has found them, even after death. That way it's a bit more clear that they don't need to collect them again.
I know it's beating a dead horse at this point, but the controls are just weird. Having all of those left click combos right off the bat just feels awkward, and I would agree with some of the other players here that it would be better just to move all of the mouse functions to keyboard keys. I haven't beaten the game because I just can't wrap my head around it yet, though I'm going to give it another try soon.
One last thing: I hope you'll consider making a downloadable version of this. I love playing these games offline, and with a dedicated exe file I could remap all of these different functions to a controller with Xpadder. That would make things a bit easier to work with regardless of the control scheme.
This is a lot of fun! About the only thing I might suggest is to add something to indicate that E works for interacting with switches, at least on the first one. I might just be a bit dumb, but it didn't occur to me to try that and I was a bit confused for a moment. It also may be a good idea to add some signposting in the last world that there's a second exit. It's really easy to get lost and end up right back where you started and assume that's it for that one.
I hope you'll consider adding a downloadable version of the game, too. I'd love to be able to play offline!
Very fun little game! I liked that it was possible to make the items before you had the blueprints for them, and the whole crafting thing felt really nice. The platforming sections to get the weapon upgrades were fun, though not too tricky. The ending could have used a bit more zing, though. Maybe a little credits sequence showing off the new shop or something.
Is there any use for the coal you get at the beginning? And is the item to the right of the bomb in the menu always blank or did I miss something? I'm pretty sure I got 100% otherwise.