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Mozai

223
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A member registered Jul 11, 2018

Recent community posts

when following the cricket, the Denier drops before the cricket makes a 'stop' sound.  Is that intentional?

ጎፕርልልረል ዘጎነልዕ ኗዐኗቿቻ ቿዐፕረቿፕ ፕል ክዐ የቿ ዪሃዪቿ ጌቿዐ! ዘዐረቿነቿ ክዐዪጎቿዘጎ ል ርቿክጎዪጎሠል ልነዐ ነልክዐጕዘጎሠ ልዪኗዐ ፕቿ.

8 squares, 756 seconds.  well done.  Was about to ask about the music then I saw "1024bytes of code" and daaaaaang.

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How the bleeping fudge can we turn off the motion-blur?  In a game that asks me to notice details, turning everything we see into a smear is a terrible idea.

Feels like a less agonizing Baldi's Basics

"Failed to load audio/bgm/Town-Village%20Theme%201.ogg"

"Press Z to cycle potions."  nope, Z throws, V cycles.

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So, second level, the elevator dropped me out of the map. Did the rich person know I was coming and set a trap?  EDIT: restarted, got past the elevator to the Cornhill directors who asked me a question but I can't advance the dialogue.

I'm guessing the 100th coin is impossible and that's why we were told not to go into the bad zone.

Doesn't look great.  https://imgur.com/CsmDGLh

"Summer Festival" not sure what I'm supposed to do here to collect resources.  I think a 'tile' is the circles on the map, and each 'tile' has seven 'cells'?  So a warehouse collects from adjacent 'tiles' but not the 'tile' the warehouse occupies?  I've built warehouses on the same tile as a resource, and on a neighbouring tile, but only the "wood" resource increases over time not the "coconuts" resource. Also the warehouse says it has "autocollect amount x1.3" during construction, but "autocollect amount /1.666" when construction is complete.   It gathers more during the minutes it's incomplete?

Hard to tell what's an intentional bug and what's a genuine bug.  Like, I'm at the end of the level now, the audio clip "I eventually came back to the original, sort of" is playing over and over on a loop, and I'm unable to jump high enough to reach the (second) end-of-level door.

Thanks for this.

What's the rule for when orbs merge and when they annihilate?  It seems random, annihilating most of the time.  and sometimes the orbs will both increase in size (or two sizes!) then annihilate.

How do I "fullscreen"?  There's no icon in the lower-right like for Unity or Godot, and there's no 'settings' menu.

[using Firefox] I see "money" and "enemies: 2" and I hear music with some squeaks but the display is otherwise black and seems not to respond to keyboard.  Error in browser console: "RenderingCommandBuffer: invalid pass index 2 in DrawMesh (Webgl.framework.js.gz:3)"

Is it intentional the framerate gets worse as I go, down to 2fps after 33 bees?  I'd believe it if you said yes -- this isn't bee heaven.

Gone again.

Music stops after the first "Continue ?"  Also, game crashed when I walked off-screen at street level.  Fun enough little game, I didn't have trouble with walljump it's just difficult.

25m44s 1005 clicks.  Brilliant ideas here, like the second clock puzzle.

Excellent bit of horror.

`problems with FMOD: (TypeError) : $wnd.FMOD_System is undefined`

Got stuck in Botanics. https://imgur.com/screenshot-LCgCG5F

Not mobile, Firefox.  It's probably because the "map" element has twenty "area" child elements, but the "coords" attributes for areas "map8" through "map20" are empty strings.

Getting many "The “coords” attribute of the <area shape="poly"> tag is not in the “x1,y1,x2,y2 …” format."  errors from jquery and myJs.

If I use verb "Hit" with noun "Pillar Nail" then click "execute," it asks me for a second noun; then it highlights the second noun in orange.  When I click 'execute' again it asks me again for a second noun instead of responding to my attempt.

Game crashed at the end of day two with " exception thrown: RuntimeError: unreachable executed,@https://html-classic.itch.zone/html/7962198/MYASPIZZA-POSTJAM/Build/MYASPIZZA-POSTJAM.wasm:wasm- "

Ran into a problem pretty early: possessed one of the wall-crawlers, who can change "down" when they slide towards a wall.  But that "down" is still "down" when I leave that body (ie pressing "up" makes me fly west).  "East" is still "down" when I possess a human body.  My humans are now tilted to the right and fall right-wards... which gets me stuck.

web verison won't load, error console is full of: "still waiting on run dependencies: dependency: loadDylibs ; dependency: al https://html.itch.zone.html/10068677/HTML5/index.side.wasm"

Well done!  I feel this is the kind of game I would've seen selling on shelves during the 8-bit era.

You say this is a de-make, but this is one of the better suika games I've seen.  The little physics errors are charming not frustrating, I never feel like the vibration/noise cheats me of an opportunity.

How can we prevent the shield from getting destroyed?  Seems like a random game-over timer.

Charming! It took a bit of getting used to, but there's a lot here done with small pieces.

* mouse control is tweaked really high -- moving the mouse one pixel moves the controller ten, so that's 40px of space for a 400px playfield; frustrating when accuracy is important and I expect it'd be worse on a touchscreen
* sometimes critters that are the same type won't combine when touching.  Twice I've seen a lvl4 ball bounce off another lvl4 ball, or lvl3 balls resting against each other.  My guess is the physics still assume the "fruit" are circles, but the images are irregular shapes?

Firefox 122.0

In Chrome I get different error messages: "Unrecognized feature: 'monetization'."  "Unrecognized feature: 'xr'." a long list of "No __{function_name} in gl.js" and "mq_js_bundle.js:3 Version mismatch: gl.js version is: 0.3.12, miniquad crate version is: 0.4.0"

Uncaught (in promise) ReferenceError: miniquad_add_plugin is not defined

  • Different music on different levels. good!
  • Decorative items do nothing.  Ehn.
  • Decorative items appear in large rooms with water floors (ie lamppost, stone well)  Weird.
  • Ghosts can move through walls (good!) but not decorative items (weird)
  • You are blatantly exploiting my nostalgia... successfully.
  • Game save is 'O' not 'X'
  • got attacked by a mongbat that was inside a wall, but I could attack it back.  I only noticed because I was taking damage near a wall, and turning around enough I could see one wing clip out.
  • I made a copy of the map to show names can fit in the hexes; I used the same font and size as you use for instructions.  but! This is also a spoiler map because I added colours to show artifacts and run-ending hexes to illustrate my next point.  (ugh, itch.io auto-embeds, I have to post a corrupt url. https //i.imgur.com/sH65R7J.jpg
  • There's only three possible first moves, and the "obvious" first move is 19->17 because the artifact on 17 is the only way deal with "obstacles", and encountering an obstacle (ie 19->15) promptly ends the run AND incurs a penalty on your next run, sending you back to 19 where 19->17 is one of the choices.
  • The only L3 move worth getting is Bitcrush, because there are no "traps" nor "barriers" on the map, just "obstacles" and "enemies".
  • When I use Daemonware, are Datafiend and Sourcespawn considered "adjacent" to Dreadcode (because I can move from Dreadcode to those hexes in one move), even though they're on the far edges of the hexflower?

I hope I don't come across as harsh. I'm being critical because I think this idea really has legs so I'm putting in the energy to scrutinize it. The theme is great, hexflower as a dungeon-crawl feels like it has a lot of meat on these bones.  Hell, perfect optimization becomes a milquetoast experience, don't try to smooth out every wrinkle.

  • Reduce the visual noise behind the text -- white smears + white text = trying to read white smears.
  • I was going to say something about most moves will be E or SE but the hexflower has wraparound edges so it's fine; maybe better than fine since it feels like you're being pushed towards the finish line.
  • There's an obvious "if you don't do this on your first turn you failed" which makes me wonder why even have a first turn.
  • There's enough space on the hexes to use room names instead of numbers.

I like the mechanics; needs some refinement.  I feel is has some "troll" elements like how there's one colour of obstacle that can be completely ignored, or one level that seems to have invisible obstacles.  Something that needs more thought is how difficult is is to move vertically, since there's far less screen area up/down so there's far less information for reacting to obstacles.