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igmkjp

252
Posts
6
Topics
1
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A member registered May 16, 2024

Recent community posts

There should be some kind of log of all discovered tile interactions.

The ledge grab detection sucks.

x then z jumps, but z then x doesn't.

Later levels need checkpoints.

When hovering over an item on the second row or below, the tooltip is beneath the screen.

The indicator for time gained or lost still doesn't work properly for oxygen.

Despite what the tutorial says, Astra attacks reset the chain.

I used comet storm as the last move of a turn and it got countered by a revenge dummy. Somehow this made the chain counter display wrong for the next turn.

I exited out of the companion menu and my companion's face was still on screen, on top of everything else. Entering and exiting the companion menu again fixed it. I couldn't replicate it and I forgot to take a screenshot.

The incomprehensibility of the map is counteracted by the fact that you can barely see any of it.

The music doesn't loop.

As another commenter said, if you reset the room in the algebraic complex that has a 6 you can't get rid of, you'll be teleported to the room where you get 0.

I don't know what the hell this time is meant to be.

Cool game, but needs some fixes.

Why does the oxygen increase when I gain stat levels?

Mostly English, but I also know Spanish.

English isn't very good, I can't understand what the penguin is saying.

no problem

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The indicator for time gained or lost doesn't work properly with the messages for gaining oxygen.

When starting the game, it's in Russian for a moment, and the button to loop the last action in the queue is always in Russian.

It doesn't make sense that the flashlight increases agility and not perception.

If the empty injector is reminding the protagonist of past loops, maybe it should increase intelligence instead of endurance.

The game should have an export function.

My save glitched out.


Is that why almost all of your games are prototypes?

LET HIM COOK!!!!!

You should make a discord.

I want to talk to them as well, what was their email?

Any news on the potential remake?

Are you still on itch? I have feedback to give, but I'm not going to bother if you won't see it.

The claws do not do 2 damage.

The first boss isn't there.

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Please update the manual to add information on the Saint class. Also, please make Hard difficulty available from the start.

I just walked through the wall of the vault and froze the game.

PLEASE make it so getting hit doesn't turn me round. It doesn't even feel consistent

Is it possible at some point to take objects out of formations to put better objects in?

The red color well has a blue ring when the purple mixer is active. The total light achievements seem to actually be checking current light.

Rabbit's quest. Not the save file. The app.

I already deleted the game.

If you're not going to fix the fullscreen issue with this game, can you at least make it not open in fullscreen? The nature of the bug means that once it's in fullscreen, it's frustrating to get it back into windowed mode.

You mean green? And I have just about all the max health I can have at this point. This fight is bullshit.

Needs music.

At the asshole with the mask. But there's no way I'm getting past him without getting stronger. And for that I need more gems.

How the FUCK do I get the demon guys to let me through?

I don't know if this is intentional, but if you use the secret code, Miriam's dialogue complaining about drinking from the pools is gone.

Can you please make it write the save data somewhere less obtuse?

I think maybe the graphics plugin isn't working.

(2 edits)

That's another thing - when I connect my gamepad BEFORE starting the game it works fine. But if I connect my gamepad AFTER starting the game, it doesn't register it at all.

UPDATE: Turns out it's not the end of the cutscene. It crashes right before Jeremy tells the player the controls. Maybe it can't handle the fact that I remapped them? The only change I made was putting movement on the d-pad instead of the joystick. I'll keep playing and see if my remapping of the keyboard controls also crashes it.

UPDATE 2: No crashes so far. The problem is definitely gamepad-related.

Also, I have more bug reports.

In the equipment database, the names of new equipment are displayed ON TOP of the question marks instead of replacing them.

When gates like the one pictured are open, their animation sometimes spazzes out.

When inspecting an object, Eps will automatically face left. The bug is that they continue facing left afterwards, even if strafe was active.

Some corners have weird collision.

I got it from Steam.

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It reminds me of Cavernous, but not as fleshed out. Does it save progress?

Similar issue: If I start the game and THEN connect my controller, it doesn't register it at all. It doesn't even recognise that there's a controller connected. But if I connect my controller BEFORE starting the game it works fine. XInput controller BTW.

Error log as follows:

warning CollisionDispatcher.needsCollision: static-static collision!

Exception in thread "LWJGL Application" java.lang.NullPointerException

at com.solarlune.gearend.system.GUI.MsgWin.addIcons(MsgWin.java:245)

at com.solarlune.gearend.system.GUI.MsgWin.main(MsgWin.java:406)

at com.nilunder.bdx.Scene.runObjectLogic(Scene.java:848)

at com.nilunder.bdx.Scene.update(Scene.java:924)

at com.nilunder.bdx.Bdx.main(Bdx.java:358)

at com.solarlune.gearend.BdxApp.render(BdxApp.java:48)

at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:223)

at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:124)

I don't know what any of that means, so I'd appreciate it if someone could help.

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It doesn't sound like the bonuses reduce time taken. It also doesn't feel like it.