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A member registered Feb 20, 2017

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I'm having the same issue. Even if it's windowed it still cuts off the top (And I don't know what else.) I can't see resources and menus expand beyond my screen.

Am using the resolution version for windows, tried both fullscreen and windowed at different resolutions including 'native' Unless I am just missing somthing really simple here this is certaintly a bug.

ACTUALLY, if he is using the Itch app then this can be caused by another issue.

  Avast antivirus WILL prevent itch from installing anything, including itself. Unless you make exeptions for the Itch.exe in avast. (This doesn't mean Avast is bad or malware, it's just doing it's job and preventing things that arent explicitly permited from changing files.)

Thanks! Your obviously a very active dev. And I do love simple looking games that are infinitly deep!

      I work allot, but had intended to pop by the discord eventually, And I will probably keep an eye on this project for quiet a while. (I looked at the wiki, but it seems fairly barren at the moment. No one has any hard data to add.  Also I don't do well as a wiki writer, I am dyslexic, and I know you can't tell but writing these takes allot longer than you think because I have to proofread everything about 50 times or it's a typo'ed mess.)

I do like the idea that your going freeform with it now that you've stated thats your intentions. Having total freedom can absolutly make outstanding games. Divinity original sin, and the elder scrolls (morrowind and later) series are PRIME examples of freedom in games. But they have there limits, as well as any other 'succesfull' freeform games I have seen. If it's to open ended, and there are no constraints at all then it is like a pile of dry sand: Infinite potentential to be sculpted into whatever you want. But without constraints (Adding water) It will never hold it's shape, and will always colapse back into the pile of sand it was.

   So keep it open ended as possible! BUT give it structure. Just an opinion.

Thanks again for the quick responce.

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ALLLRIGHTY There is allot to address here so lets get started with a bug list:

-Inspected a scroll on the ground, game said it was very small and I had pleanty of room for it (23-25 inventory slots) Tried to pick it up and was told I didn't have any room.    ('^')

And honestly thats the only thing I could classify as a solid bug ive seen so far because honestly I have no idea what IS and ISNT supposed to happen in this game. On to the suggestion list:

- The combat dummy actually does damage and can do a number on the player. New players have NO idea how to heal or recover health at that stage and so it can be very very demotivating. Instead it should spit witty lines at you example: *You atacked the combat dummy- It's feelings are midley hurt.* Or *Combat dummy stands around sheepishly.*  OR *Combat dummy doesn't know what you expect from this.*

-I noticed equiping weapons (Litterally typing in "/Equip Such and such" litterally make you wear them like an article of clothing. I like the sheathing idea that this seems to be the framework for, But what it needs is actual sheaths and clasps to hold the apropriate class of weapon (Maybe with the ability to enchant the sheaths in order to 'charge' weapons while they are in them.) That way they don't take extra cloths slots.

-SPEAKING of slots..... I don't think there are any? I had two pairs of glasses and a pair of goggles on at the same time. THAT of course should be physically impossible. SO I am asuming there are no equipment slots on the chars. That is somthing that needs done ASAP

-I went to the mission given from the shack at the start. It was a bounty. When I touched the square it was on the bounty completed automatically and there was no fight. I didn't even have to explore the area. Just magically killing bounty targets by being near them really dosn't work. Do somthing about this pls.

-I can wear furnature?!?!?!!!? I can equip things like cabinets, chamber pots, and bookshelves. I KNOW this can't be right.

-The define command needs allot of work example: Typing "/define status" gives no results, instead of giving a list of status effects and what they do.

- So I tried to smash a supply crate. The responce was: "/smash is not a valid comand" So I pressed E on it and the very next line stated: "You smashed open the supply crate."    Gonna have to either make smash work OR stap mentioning how "Smashable" those are in the discription.

Thats all ive got for now suggestion wise. Those things just feel like they need to be fixed for this game to ever get off the ground. ONWARD to the questions:

-Taking a knee (N key) does what now?

ANNNND that about wraps it up. I hope this helps with development in some way or form.

(Ps/EDIT: I did wanna mention, since there are absulutly no hard numbers anywhere, theres no specific weight stats, no specific damage number or anything like that up front. It is nigh impossible to track down any bugs involving those things. No one knows what is supposed to do what, and so no one knows what is a bug and what is intended.)

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You can type in "/swap hands" AND there is even a keybaord shortcut. Are chars left/right handed? Does it matter? WHY?

This game NEEDS maor documentation. I tried "look at hands" to figure out what hand was holding what (Doesn't work). Is the number 1 right hand? Or is it left? Do I need to look in a mirror? Im not even sure if the mirror discription would tell.

But you CAN swap hands.... So surely there is a reason you can. There must.

(PS/EDIT: Seems I am gonna have ALLLLLOT of questions like this, as well as bug reports, and suggestions. So I am now making a list. Will post once I have enough material gathered to make it worth while.)

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This is fun! But is absolutly LOADED with bugs. The good news is, I made a list. *As everyone reading this cringes at once.*

Enamies CAN get stuck on terrain. Especially water.

The discriptions for some of the upgrades are not correct. (There are two grinders on the upgrade they BOTH  say mk3 grinder and have same discription.)

Shots seem to "pass through" enamies ocasionally after hitting and killing them. (I don't know if this is a graphical bug, or the actual projectile just isnt despawning.)

Some death animation for the enamies don't play, they just vanish.

The damage the enamies do must be on a scale of 1 to 10000000. Because for some reasons two of the same creatures can hit two different lvl 2 walls in the same wave. One can hardly scratch the energy shield and the other is TOTALLY DECIMATED IN TWO SECCONDS.   Point being I can't find any consistansies in enamy damage.

This information is in regards to DEMO 1.3

If ya read this then thanks! And good luck ironing bugs.

My gosh this blew up right after I stopped checking it. THANKS GUYS! I really apreciate the work to slove this problem. And I'm glad I could bring it to attention.

    I absolutly LOVE simulators of any kind, and would LOVE to play around with this more. That "bug" was preventing me from reaching goals though.

   Seems like you guys really put some work into this, but after rereading I can't tell if any soulution was found? Tossi, or Keiwan If a fix was found do you think you could possibly post it at the bottom here in case anyone else in the future runs into this?

After some extensive testing I've seen several very strange 'best' creature choices.

  I'm running batches of 15 at a time but I am gonna use 2 as an example.

 2 bidpeds, one falls flat on it's face from the start, the other makes it several 'step' before falling flat on it's face about a screen widths away.

       The sim picks the one that fell first and made it the LEAST distance as the best creature, from that point on all creatures fall flat on thier face and the sim is pretty much ruined.  (This is in the running test btw.)

Sooo, why did it pick the one that fell first and didn't make it as far? Could it be tied into top speed, it fell faster so that might be doing it?

All in all, somthing seems way off if thats the case. Distance should be paramount in a distance test.

It could aso be some kind of random bug, though I encounter it often enough for me to think it's not totally 'random', And instead mayhaps a logistics error.

(This is also easily repeated on the climbing challenge, somtimes it picks critters that fall down the stairs at high speed vs the critters that stick the landing but arent climbing yet.)

Nooo idea, Ive poked around with it a bit, and there seems to be allot of totally stagnent combinations that dosn't really generate allot of variety.

    So far the best I have put together through trial and error is:

   4 layers

Then a 5 for the first set and 10, for the seccond. = 27 nodes.

   Seems to add enough variety for evolution to take place without being totally unstable.

Swap the 10 and the 5 and get total stagnation and not allot of movment,

Make it a 10 and a 10 (On paper should be smarter) And its also equally as stagnent.


It's a rougelike but instead of permadeath, you just go back in time. Good concept seems like it's getting right along in dev. (Fail and try again.... and again and again. But armed with info.)

My only complaints are that the portraits for the chars when they speak don't match well with the sprites (Maybe some detailed pixel art would fit better)

With the main chars speed+the way she sticks to the ground it almost feels really stiff. I can't really put my finger on it.... kinda robotic in movement. The dodge helps that a bit though once you get it.

Annnd timers.... That might kill this for me. I loved the original 2d metroids (The 3ds are good as well but totally different concept). Used to spend hours and hours searching the levels at leasure, in almost a zen and relaxed state. This feels panicked and a bit rushed in comparison. Thats just me though, I like to take things slow and have time to think. Thus, perma timers (the ones you gotta deal with the whole game) always hurt games more than help em in my opinion.

All in all, Good stuff! I hope the finished game has a way to slow down the timer though.... Maybe somthing along the lines of stabalizers that are hard to find and even harder to activate but add 5 mins to the total timer for eatch run.