I'm not sure what or when causes the bug... I don't have a ton of time this evening, but I'll take a second look and, if I can't reproduce it, I'll look at the game again tomorrow. From what I can remember, I'll be walking around and it will seemingly, at random, have the screen go black. Interaction indicators still show up along with the actual interaction text boxes, but the room/character goes black.
zRedwind
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I thought this was a great! Wasn't able to complete it due to a bug, but what I did manage to get through was awesome! The sound effects, general look of the game, music and especially the running out of light intensifying effects was really good. I think I would have preferred the candle to not really "reduce" in size as I ran out of fuel, but instead to just intensify the visual effects on the screen as I ran out. That way I would still be able to maybe find a fuel source even when almost out of fuel. Instead, at a certain point, it becomes more of a situation where I would rather start over than wander around in complete darkness an getting stuck on furniture.
As for the bug, my screen would just go black. I could still play the game and walk around, read notes, etc, but the screen would be black. It happened three separate times at different times and locations so I'm not sure what exactly is causing the issue.
Other than that issue it was an awesome time!
Cute little game! For sure my favorite minigame was the color remembering one. Add a different toned sound effect to each color and I think it would really shine!
As far as bugs go, I did run into one where clicking the mute button during dialogue makes it so that the space bar mutes and unmutes the music. It is also the button that moves dialogue forward, so I ended up with a weird situation where the music would mute every other dialogue box. Additionally, and I'm not sure why, the game did not stretch to fit the full screen, so it played in with black edges on the bottom and right side.
All in all a fun cute game!
This is was a fun time! The unexpected use of the tiny theme was a great way to use it and the subsequent boss battle at the end was unexpected and, for me, a bit challenging.
For a gameplay critique, the wall jumping and sliding felt well implemented and good to use, but I didn't feel like I had a lot of control while actually in the air. For instance, if you jump one way, your momentum carries you that way and it takes a second to reverse that momentum. Jumping in one direction and double jumping back the other direction doesn't immediately let you go back. I ended up falling into the water several times from this strange feeling momentum. I think I would have liked snappier air strafing and controls especially when it came to the water platforming bits.
The music and the story are for sure the highlights. Especially when it starts really zooming out! That was an awesome take on the tiny world theme! I did find the actual gameplay difficult. It isn't really clear where to go and trying to give peoples things kind of felt like just mashing the the e/q buttons at different times until it worked correctly. I really liked the ending though!
Just wanted to comment and say that, while there isn't a lot here yet, it's awesome you sat down and got the movement working as well as the bottom menu showing up with different options. Even if you don't return to it, what you worked on here will improve what you work on in the future. You got this!
Oh man I wish this scaled properly or showed up properly on my screen. As it is, I can only see about half of the game and cannot complete the game because of it. It's an awesome idea and could get really interesting if different types of block options were added, such as something that blows him all the way up or down or lets him jump over gaps!
Had a bit of panic there at the end when the stream of cats were coming out! The little rats scattered around were great, especially the one at the bottom center of the screen. He's my favorite. Mechanics wise I would have loved to be able to upgrade the towers to a second level. Would give a level to thinking and decision making based on where a tower should go.
Oh man! Another comment says the dog was too powerful! He crushed me the first time! Got him the second time! I thought this was a really fun game. Watching the gnomes collect water was a really neat addition to gaining resources.
I think the only critique UI wise I have is how small the tree and cloud are in the bottom menu bar. For me, they were about half the size as the rest of the options, number text included.
There doesn't seem to be sound effects at the moment, but I think a throwing sound effect for the lil guys throwing their spears would be awesome and elevate the project immensely with that small addition! Hearing more and more as they build up in numbers would be so satisfying! :D
This was awesome! The music, the look, and the sound effects really stood out! I especially loved the beeping sound effect. Got a smile from me when it started. I think the only thing I ran into was the first command line prompt. After exploring for a while, I had forgotten that you could type hint to get information on the commands and pretty much sat there watching the timer go down trying to figure out what to input. Perhaps a text response on typing help if an invalid command is used would alleviate forgetful/not paying attention players from getting stuck?
Otherwise this is an awesome game! 10/10 from me
I thought this was a great base for a fantastic game! While I don't think it had much to do with the theme, the look of the game is great and the music is awesome. I think the biggest change I would want to see is more activity somehow for the player. I felt like a lot of my time playing was spent watching the lil guy plant or harvest. Maybe more graves and less time spent planting/harvesting so it feels more hectic and perhaps pros/cons to planting one plant type over the other so a player would mentally have to weigh their options while waiting?
