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Winged Bobble

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A member registered May 12, 2023 · View creator page →

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Recent community posts

Hello again! I'm glad you like the new daylight cycle, it was an interesting problem to work on. I'm considering keeping in the ability to break out of the tunnels with the blink as a quirk that people can discover for future collectables  -if not, I'll probably just disable the ability entirely while in them.

The bug has been an issue for a while - I should probably get around to fixing it, but its never been to big of a problem.

Thanks for checking my game out again! I can't put into words how much I love the drawing, I'm extremely tempted to print it out and put it on my noticeboard! Surprised you found that text - it's leftover from the old level designs, I've not deleted any of the props from it as it'll be easier to move them to new locations than completely recreate them.


As for the crashes, I was sort of half aware of the first one - the box was from when I was first learning how the physics works, so I've mostly been ignoring it with the intention of either getting rid of it, or reworking it into a more flexible system.


The second one is a little weirder - the old wall rolling system checked all objects in the level to see if they're close enough to attach to, while the new one only checks the ones immediately close to the player as a result of it being a bit slow (which you actually commented on a while back).

What's strange however is that it should only does this check when you've hit something, and the check isn't finding anything to attach to (which should impossible here). Are you sure you don't hit the ground the frame you hit the wall? It shouldn't be happening either way, but any extra details will help.

It's already been coded for the next one! It'll say something like:
"Hardware does not support enough simultaneously active canvases! Needed: 5, can support: 4". Will be released with the next version

I'll look into it, but from what I've been told this looks like it might be a hardware limitation - I'll try to find a workaround for the next release, but I might have to disable motion blur for certain devices.

Thanks for giving it a go again!

I've been experiencing a little lag when using vsync as well, it's good to know that it's not just me. Strange that you're getting the trail warning though, it should be turned off unless it's in developer mode, I'll look into it. Compatibility mode was added a while back when I first added lighting, and I can't quite remember what it does - doesn't matter much though, cos it looks like it's broken! Current plan is to both fix it, and make it automatically switch (if possible).

Hi again! A return to main menu option would be good, however I'm probably going to wait till I have a working save system before adding it.

I'll look into that bug, I suspect it has something to do with framerates. And yeah, I hadn't thought about the pause menu during dialogue,

The fireball animation will come eventually, I'm still undecided on the full mechanics of how it should work so I'm also going to wait till that's nailed down before spending time on the animation. Either I'm going to keep it so that you get unlimited fireballs, or that you recharge them by interacting with braziers to help make puzzles.

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Thanks for checking it out! There did used to be an 'escape button', however it just closed the game instantly and people kept accidentally pressing it, so it's removed for now. A proper pause menu is on my to-do list, though currently I'm focusing on further improving the lighting (which is turning out to be a much more involved process than I imagined).

Ah thanks for checking it out again! I accidentally introduced a lot of crashes into my game by implementing changes to my code before testing the changes actually worked, so this kind of error keeps popping up - I'm hoping this is the last one, but it probably isn't.

The second island with the Curator is the next big task on my list, the plan is to implement better cutscene support and puzzle sections (this will be the area where the time bubble is unlocked), but it has a long way to go, so I'm glad you like the story elements so far.

Ah thanks for letting me know! The first one was a relatively easy fix, the second is... fixed unexpectedly. I've also made some changes to the builder to make it a bit more robust, so I've replaced the old version with a new version of 1.1.6.

Thanks for checking out my game!

The current plan for it is for it to be more open, with different islands you can go to. I am also planning on having some puzzle based areas which will be more enclosed, which is what the fireball is for (there is a test brazier in the level editor which you can light with it).

Side note, there are also some abilities which you didn't mention, so I'm guessing you didn't notice them (which is kinda my fault, the instructions for them aren't obvious and slightly convoluted):

E - Stasis - Lets you freeze in midair for a moment, allowing you to change direction and continue with the same speed.

1 - Time Bubble (I completely forgot to add any mention of this anywhere, whoops) - Things outside the bubble are frozen in time, try playing around with fireballs.

The crash should also be fixed now (I hope)