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Horatio Von Becker

70
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A member registered Jun 14, 2020

Recent community posts

I was pretty sure the mage boss was elaborately failing to mention that the Enormous Mentor Bird was actually the Owl King, who wanted the battery for nefarious purposes. Which wouldn't make sense actually; the Owls are in charge of the whole facility until you kill them all. Maybe something else similarly nefarious.

This was a decent game. I think a 'skip cutscene' option, and maybe a run button, would have been big helps - the backtracking felt unreasonably padded, and the second bossfight was extremely frustrating because the death penalty was unusually large.

I'm trying to play the tutorial, but it freezes and won't respond to commands? Is the control scheme Z/X/Arrows/Enter, as normal?

I don't know what the long-term goal is. I thought it'd be unlocking the last shop item, but the tunnel nor the map did that.

What was the old one?

Also, saying how to save in the game itself would help. I missed that until I read the boss fight devlog, after I'd already beaten the game.

So I think I leveled twice, and the second time was from beating the boss, so I don't know for certain that seeing the boss board instead of my own when I visited the shop, which had stayed 5x5 after the first levelup, was a glitch. But it is a thing that happened.

The way I do it is by blocking (press the arrow away from your attacker) and then tapping the charge button to dash away.

You're making a Metroidvania for free, man. That usually takes experienced devs about a decade. Don't sweat it!

So after deliberately buffing the MercRat and inadvertently rendering it unable to Query (and thus me unable to learn it), then running out of non-attack options, I attacked him for one damage. He said "You've made a grave mistake!" and then the game crashed to the TIC console. I haven't managed to get screenshots or copy-paste working, so here's my best stab at a manual copy-over of what was on the console:

>[string "-- title:
ROWBYROW..."]:5745: attempt to index a
nil value (global 'cur_line')
stack traceback:
 [string "-- title:
ROWBYROW..."]:5745: in function 'TIC'
 [string "-- title:
ROWBYROW..."]:5773: in function 'TIC'
>

I was also trying to Query as many of the first dungeon enemies as I could, and I haven't managed Slime or Rival yet but I have managed Maneki.

Interesting game so far! Would be easier if you had an actual description of picross rules in the tutorial.

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Very cool aesthetics, but I've found myself frustrated by the fact that holding Z builds charge if I'm not moving but costs charge if I am. It's unintuitive.

Edit: I got much better at this when I did local multiplayer; having an opponent who can die and isn't already broadly competent helps a lot. An update to the training mode might be nice there.

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Hmm. Decent art and moveset, but I'd have preferred a more combat-focused game - I never died to enemies or timeout, only to the remarkably unfair jumping challenges.

What does it mean?

What was the cheese option? I beat it the intended way, which was hard.

This is a fun concept, but a frustrating execution. Specifically, the lack of higher-leveled pots - to let you engage with the core mechanic in the later stages - is unfun, rather than challenging. Maybe instead of blocking pots entirely, higher-level weapons should just get split?

I found the forum through the Contact Support page. Just add a button in the Contact Support page for "a NSFW game page is not flagged", context of "provide us the name and/or link", and clarification about when the clickthrough is mandatory (and thus the sort of thing it's appropriate to bother Staff about).

I don't remember when I first saw clickthrough used for a confirmation screen. ("Nag screen" is interestingly new to me.) But I'm reasonably sure I have seen it used for that, in multiple contexts.

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Uhm. Where is that term used in that way for a confirmation dialogue? A clickthrough is the mere fact that you clicked a link that was shown to you. It is the basis of measuring clickthrough rate.

Different circles, I suppose. I have, on reflection, seen that useage too - but as I don't work in advertising, it isn't a common use.

Since you do not want to use the report button, any feature request for it are beside the point - as those report buttons are only attached to projects and postings. You already were told that you could tell staff directions how to find the unflagged page. How do you think the admin meant you would contact itch to provide said directions?

It wasn't clear, but seemed like they might be suggesting this thread for it. I was hoping a standard procedure for reporting a page you aren't actually on could be implemented.

Even flipping the triangle would be something, though raising the arrow to the same height as the sword would make both tactical and visual sense.

No (I'm not even sure what software to use for a screengrab video) and no (those protect me from malware and normally speed things up a lot). I can try the download version?

A 'clickthrough' is a page or page overlay you have to click a button to get through, such as Archive of Our Own's TOS page. I was indeed referring to itch.io's standard NSFW warning page, which the game in question did not have, presumably because it was not flagged. I suggest that a calmer demeanor when talking to people who use unfamiliar jargon will lead to more pleasant future conversations for you.

I have uBlock, and it was not completely implausible, before I checked, that a NSFW warning overlay did exist and uBlock was blocking it. (I do use adblockers to shield myself from pornographic content, but only as a supplementary measure.)

The administrator who already replied to me implied that your suggested course of action - which I also suggested as a feature request - was not actually supported by the report function as it is currently implemented.

I think I just downloaded the demo? Like, today? I was pretty surprised that Steam didn't recommend SIGNALIS afterwards; they seem like they'd have a huge overlap in audience interest.

This looks really cool and I'm looking forward to playing the demo, by the way. :)

This is a pretty fascinating concept. I really want to see more done with this.

I also have the same problem, also on Firefox. Jump height seems to change a lot?

Thank you for your prompt reply. I request that the report function be changed to allow linking the page rather than being made from the page, in future.

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I just had a bad experience with a seriously NSFW game page (sexually explicit GIF in this case), and I've checked that being logged in and having an adblocker doesn't make all 18+ clickthroughs disappear. I don't really want to go back to said game page in order to report it, and I'm also pretty sure this isn't the only time this has happened. What's the suggested process here?

I've been enjoying this so far, but the charged bow seems to be going for a visual innuendo that I really don't appreciate. Is there an option to... not make the arrows look like an erect penis coming from the crotch instead of the hands?

Fun concept; needs a level select.

Got frustrated on the level with the three switch-based doors because I kept dying and then having to restart - I don't know what threat range various enemies have. Also, it wasn't obvious that you needed to hit Escape (or space, I guess) to view the level objectives.

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How'd you get the variant victory pic?

Edit: Oh, I see - it's a secret ending for scoring a mutual kill. Neat!

I'd do infected enemies so they always attack in front and behind; more predictable.

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Oh hey, fellow Classic Firefox fan! I was using Waterfox for a while but they've dropped plugin support, so I found a script for Tabs On Top and made the changeover.

I have been preferring uBlock plus uMatrix to NoScript plus Adblock, though - made that switch earlier, when it just a lot more precise and transparent than NoScript. NoScript has probably also gotten better, though?

Is the last level the one with NO!! and no ability to keep going even with an active flag?

Interesting. I'd like to play a whole game like this, with a number of interviewees.

Yeah, but you need to do a hard reload (e.g. via Ctrl+F5) when you do.

I've gotten to eight seconds left and no further. The giant skeletons are too hard to learn - having to play forty seconds between them if you do it perfectly makes it hard to find out basic things like "these things have three health what the heck" and "you can stand on the tiles their heads cover but die if they slash while you're above them" - and also, I'm just not fast enough at moving or slashing to keep them off the mage or the crystal. I'm convinced winning this, if possible, is at least partly luck-based.

So what happened to the full version?

I can't unlock W because the explanation bar covers that row of letters on the phone I'm using. :(

Cute game, I liked what I could play of it.

Also, bugreport: I haven't been able to get the Pendant of Rebirth working, and (although I would prefer this one didn't get changed) the Sea Conch ignores Undead Flesh.

I think I did get Skip that? I at minimum talked to him and Grimm and Chuck about it. And I've talked to him and Melody since. What's the gift?

I just beat this, at close to 100%. (Apparently I'm missing one ring, one crafting material, and two codex entries.)

The combat system is fantastic. Switching partymembers freely is the next best thing to having all of them out at once, and creates some interesting tactical considerations of itself. Switching equipment midfight is really cool, enough that I wish there was a recharge mechanic for that rather than making it once-per-battle. Free enemy analysis, rules reference, and viewable nonrandomized initiative order, are all huge quality-of-life benefits. That last one also makes it clear exactly how much the Agility stat is worth, which it turns out is a lot.

Characters are split. Ezekiel's pretty cool, Umbra's generally a standout, Bolinda's hilarious and I wish the ambiguity about whether her Gang was actually real didn't collapse toward the negative after her fantastic bossfight, Jim Jam was entertaining, Boderick was great, and Sita started as oblivious and separately a bully, but grew on me. Rick was pretty consistently awful, but he had some interesting interactions with Ezekiel, and he kind-of-sort-of grew up a little by the end, maybe, I guess. Brave Wind had potential, but his plotline is almost entirely about killing innocent creatures who talk, and his last line of dialogue is accepting with good grace Umbra being pointlessly mean to him. He'd have been more interesting if he had a bad example to play off of, which Rick could easily have provided. Emith's Zatanna schtick (using phenomenal cosmic powers to fake stage magic) could have said something very interesting about him, but the story never really delved into the requisite worldbuilding for that, and he doesn't really have anything else going on. He's also the only character who plays into most of the damage type system, and that feels like a missed opportunity. Finally, Kyme himself... cares a lot less about having killed Death, or the Excrucian-grade kleptomancy that apparently exists, for someone who moved to a completely different town because his... wife? Girlfriend? Completely blank-slate plot device? - died, than such a person really should. His love of walks and his party-defending combat style were interesting enough, but not enough to make up for being an insensitive skirt-chaser at best, and an adulterer at worst.

A number of fights feel morally reprehensible. Lamia wasn't actually eating children by the time you fight her, first Rat Man encounter is one you can run away from and he isn't obviously breaking in to Macy's house or stealing anything, it very definitely should have been possible to progress the Ruined Keep sidequest without killing the Knight, or at least given some indication that fighting was the Knight's choice rather than the party's. Arana's Den felt kinda bad-faith, given that I literally couldn't avoid fighting and had tried. Fairies did not appear to deserve death, especially for the sake of a single fake resurrection potion, Brave Wind had absolutely no right to murder his way through the beehive, and ending the Illusionist's tea party before at least partaking of crumpets was just rude. He seemed fairly harmless, regardless of how incredibly long his bossfight took.

I loathed the ending. The bad guy's philosophy has huge, glowing weakpoints in the form of every victim whose lives he categorically did not improve, which seems to include the sailors whose boat he stole, the woman whose voice he stole, the Harps whose goddess's favor he stole, the children whose capacity for laughter he stole, and of course the party, whose combat skills he never returns. And because the PCs never properly bring this up, once the Grand Thief has run away, he's won the argument: Kyme goes and seduces Serene, who is married to someone else.
(Serene isn't even an interesting character! Just a jerk too dishonorable to return to her husband or properly divorce him for leaving! Sita and Bolinda are far more entertaining, and if it's just a matter of attraction, Morning Star is obviously hotter!)

It's intensely frustrating. A lot like Jimmy and the Pulsating Mass that way, with which it shares similar strengths and weaknesses.

New question: How do I finish Melody and Skip's storylines, and for that matter Chuck's? I'm missing a single Wood, too.

I really love the title for this one. Makes it sound a lot darker than the description seems, though.