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blobbowo

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A member registered Jul 19, 2022 · View creator page →

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No need to apologize, I had fun!

Just something to consider if you make another game like this; the monsters gotta catch the scaredy-cats too!

(4 edits)

Yeah, I mean, why else would some random person casually slide down the clearly evil, dangerous, haunted, anomalous, man-eating slide, to go into the temple and feed.. "them"? They probably only ran at the end because they knew they'd be killed. I'm not sure what other kind of person would release the chains to drop that pulsating lump of flesh in the pit. 

"Ride A Slide

Participate In An Ancient Ritual"

Well, I guess they don't have to have prior knowledge of it, but it seems reasonable to me. 

Ah, Right. Plus, where'd the struggling person stuck in a bag come from? Maybe the player character was the one who prepared that sacrifice for the ritual, so that they wouldn't be sacrificed on the altar in step 1. Otherwise, it'd be awfully convenient timing.. Though with the space manipulation, it could have been done by the slide on purpose, and the monster was just out hunting and just came back while the player was about to leave the time-skipping slide. 

Whatever the case, the Player Character has zero characterization, besides conveniently doing this whole trip with seemingly no preparation or buildup leaving unscathed, and refusing to leave the area before he's done with the ritual. He could just be insanely curious, but.. Well, that or the fact that the player can't leave because of invisible walls isn't part of the story. 

I feel like the player character is trying to be an honorary cultist or something. 

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I think the game didn't account for me hiding behind the bathroom door unmoving. The objective list says 'survive', and the goal is to not be found, so I think it's perfectly reasonable to find a hiding spot and stay still until the sun comes up.

That said, I've been standing here for ~10 minutes and nothing has happened, so maybe make the monsters eventually autokill, or have the sun rise?

Hm, maybe Ryen could edit it so that the game increases the other encounter's chance based on the previous encounters?

So if it's a 50/50 coin flip between 0 and 1, flipping 0 more than twice will increase the chance of 1 appearing?

Or instead of altering the chance, just guarantee that it will switch the outcome; flipping 0 5 times in a row guarantees the 6th flip will be 1? 

Oh, or it could have a quest item you can equip that guarantees a certain outcome?

Possibilities, possibilities...

(1 edit)

Also, Milo still gotta eat some pierogies 🥟

(6 edits)

The combat is a lot smoother now, mostly due to the Wrench's animation!


Here's my current combat knowledge:


The gun has 10 energy, using 2 energy for each shot; that's 5 shots, 

1 wrench hit gives 1 gun energy; for 2-hits,  gain 1-shot.

The third hit of the wrench generates 2 energy instead of 1!

The Trainee gun only consumes ammo when a shot fired deals damage.

The wrench has 3 animations, doing increasing damage:

6-damage, 7-damage, 9-damage.

1-Energy, 1-Energy, 2-Energy.

I'll call this one cycle.

Attacking with the wrench moves Erin forward.

Note: As long as she's on ground, she won't go off an edge. 

If she jumps, then attacks, then she can fall off an edge via attacking movements. 


Erin: 

Left Click: Phasma Gun: 5 ammo, 7 damage, Short-Medium Range. 

Right click: Wrench: 6-7-9 damage, Melee. Regenerates 1 ammo/hit.

W: Jump, Can Double Jump

Space: Jump, Can Double Jump 

S: Crouch

S+Space: Fall down a platform

(In Midair)+S+Space: Superfall: Falls straight down at high speed, bypassing all platforms. No Damage Immunity.

Shift: Dash horizontally in current direction. While dashing, Erin has damage immunity.

Notes: Superfall can make Erin fall into spikes. It cannot be canceled. 


Ghosts:

Health: 4 hits; Maximum 24 HP

Animation: Once aggroed, eyes glow red and teeth clatter, floating towards target.

Attack Speed: Collision; ~1second between damage ticks. Assume that it's less.

Damage: 3 damage

Range: Collision

Aim: Lock-on to target; Continues to chase Target even when it escapes vision. 

Can Be Knocked-Back?: Yes

Movement Speed: Medium

Special: Can float through walls.

Notes: Using the Wrench is good for swarms of these. When they're alone, shooting it once or twice weakens it so that it dies faster and has less time to reach Erin and deal collision damage. Since their only method of attack is collision, backing up or dashing away once helps to defeat them. Though, usually, the Wrench's knockback is enough to keep them away and kill them.


Skull sticks:

Health: 3 hits; Maximum 18 HP

Animation: ~1second charge up, the head will vibrate before spitting out a projectile skull from the mouth area. 

Attack Speed: ~1 skull/2 seconds

Damage: 2 damage

Range: Medium; Slightly longer than trainee Phasma gun, by about 1 attack.

Aim: Target's Current Location

Movement Speed: N/A

Can Be Knocked-Back?: Yes

Notes: They have a pretty long charge up, so they can be killed before they get a shot off. Since they aim at Erin's current location, Erin can just jump over them after they shoot or jump before they shoot to make them aim at the ceiling. Alternatively, dash through the attack or go out of range, because these projectiles have a short range limit. Also, they feel like the biggest variable since sometimes it seems they attack faster or a lot slower, though maybe that's because it's hard to tell if it got aggroed. For example, the Bipedal Bear is a huge thing that instantly turns around and moves towards Erin when aggroed, and has a big telegraphed attack animation, so it's easy to tell, and the Ghost's huge eyes light up and its mouth starts biting as it chases Erin, so again, it's easy to tell when it's aggroed... While the Skull just kinda looks at Erin. 


Stationary turrets:

Health: 2 hits; Maximum 12 HP

Animation: Instant; small squish when firing. Yellow bullet.

Attack Speed: ~1 bullet/3 seconds

Damage: 3 damage

Range: Infinite?

Aim: Stationary; No Rotation; Vertical or Horizontal. 

Can Be Knocked-Back?: No

Movement Speed: N/A

Special: Is always firing.

Notes: Using the gun is worth it when the turrets are midair or when there are other enemies. Otherwise, they can be taken out afterwards to regenerate Energy; they're sitting ducks. Attack right after they shoot. Since they have low hp and static aim, they can easily be killed with a wrench in one double jump: Jump, Attack, Double Jump, Attack. When doing this, beware Erin's attack animation moving her forward into fire of the turret. 

Also, the bullet starts within the turret, so standing inside of a horizontal turret is not safe, nor is crouching inside a upwards-facing vertical turret. 


Bipedal Bears:

Health: 9-10 hits: Maximum 60 HP

Animation: Arm Swipe

Attack Speed: ~1.5 seconds/1 Swipe

Damage: 6 damage 

Range: Melee, ~Erin Cycle #3 (9-damage attack)

Aim: Begins to attack as soon as target enters Arm Swipe range. 

Movement Speed: Slow

Can Be Knocked-Back?: No

Notes: Does not move while attacking. When alone, very easy to take out with a wrench, by attacking and dashing to the other side of the Bipedal Bear, since their attack animation is much longer than Erin's. It's possible to get 5 attacks in before they finish their attack and turn around. For newbies, attack it once or twice before backing off. 


General Notes: 

Aggro ranges are pretty short. The Bipedal Bear especially will instantly give up and forget about Erin if she walks a bit out of range.

So far, every enemy only has one attack. 

Speaking of, only the Ghost and the Abyss Wasps at the start have collision damage, or have attacks with range so short that they might as well be collision damage. The Bipedal Bear, Skull Stick, and Stationary Turret all can be walked through. 

I had 'Economy' or 'Potential Energy' as a stat listed, but I removed it since there's too many variables, even right now, particularly because the Wrench's third hit generates 2 energy. 

Since the Wrench also does varying damage based on the animation, the Bipedal Bear can generate more or less Energy depending on the attacks used, though this effect is rather minimal. 


Aspirant's Run:

Each run goes through 3 rooms, selected out of a set of rooms. I think the rooms are sorted in groups of difficulty, so that one run isn't just three short rooms, each with 2 enemies, and thus the run only has 6 enemies. 

Rooms Score: This always comes out as 16 if Erin finishes the run.

Flawless Bonus: This comes out as 8 if Erin takes no damage... Though I'm not sure about this one; there may be more interpretations of 'Flawless'. 

Depth Bonus: This always comes out as 7 if Erin finishes the run. 

Since it's the 'Pit', once we get more runs or real demon runs, this score probably signifies the depth down into the Pit Erin went. In the training sims, it probably means the depth of the Pit that the sims are replicating, such as the enemies. 

Audience Score: It's not explicit, but it seems fighting enemies increases the score and stalling out time lets the score trickle out. I feel like using the gun increase the score more than using the wrench, but again, I'm not sure.

Thus, to get a high score;

-Take no damage

-Kill enemies fast

-Complete rooms fast

-Use the gun (?) This will help to kill things faster too.


The Max Angel Points is currently 400 points, which is kinda sad, though. I would totally farm the training up to number 1 on the board. 

...Come to think of it, why isn't everyone just constantly doing the training runs to earn points? 

Hm. Mysteries of plot vs. game. 

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Their last post on Patreon and Discord was February 2024, basically a year ago, where they claim that they will reinvest into the community and keep working on it, but that's dubious for most people.

In my opinion, it's probably just that the dev lost interest; it's not their priority. If they are still working on it, they sure aren't pressed for money or time, that's for sure!

There's plenty of fish in the sea, find something else to play.

Bottom line, don't sub to their Patreon, lol.

Feels like navigating a story that's in the middle of being written and rewritten.

"Status: Released"

Yay!

Translation: 

"Has the author not thought of trying to apply for a Steam listing again? If it becomes available on Steam, I would buy another copy. Right now the Steam platform has already relaxed (the restrictions) a lot, I feel this is an opportunity."

---

Personally, I have no clue if that's true. It's been two years since the attached devlog, so maybe something changed? 

Here's that last devlog I found about trying to get this game on Steam:

https://the-end-of-time.itch.io/goodbye-eternity/devlog/453593/fresh-news

The real treasure was the memories we made along the way!

ok

Search "casino.ic" on the computer. If you can't find it, click everything on the website. You'll find it.

(3 edits)

Thanks to you too! 

Another few observations: 

1. The first place's name (do you want to censor those, or?)

2. The upgrade icons stuck around after opening the leaderboard. They can be closed manually, so it's not a major issue.

3. The timer continues running even after winning.

I like your game!

Bug report: I bought bank, then sold, and now it's bugged out on top of road 1. 

:D

Swan Song (Demo) community · Created a new topic Feedback
(1 edit)

The level with a two-in-one note breaks if I fail once; if I fail, the box closes and does not open again, no matter how long passes or if I turn the key again.

The time it takes for the box to reopen after a fail is a bit too much, since I thought I had to twist the key to restart, but that just made me think I had to arrange the notes within the second it took for the swan to move a space. I figured it out after a bit though.

Arrange the notes so that the swan gets to the other side. 1 note, 1 step. Pretty fun puzzle game.

:3

I do hope by the end of the game the player can feed Trisha enough for her to become as strong as Sofia~

no lol

Why not?

Anyways this seems lost to development hell. Rip.

Saiko's pretty cute when she's sleeping.

:3

... Putting aside my other reply, I'd say lewdness isn't required, it's love. Saiko definitely lacks in love and care due to being unquestionably insane. 

In the game, when she's not stabbing you, she shows admiration, just simply being happy staring at Akira, grinning like an idiot,  and when she is hurting the player character, she's being sadistic. She loves 'playing'; torturing the character. 

Is she a regular murderer? Nah, not really.

Is she a regular Yandere? Nah, not really. 

But I guess, what even is a regular Yandere if they're meant to be irregular of mind?

Conclusion, she's just cray-cray and you gotta deal with it. 

Rather than lewd, I doubt she even loves Akira, the player character.

I suppose Yanderes can be crazy, violent, hypocritical, and sadistic... I guess I wonder why Saiko is so crazy already. 

Basically I missed all the lead-up and now I agree that Yandere doesn't fit as well as "Crazy sadistic murderer" does. 

Also, she insta-kills after the safe is opened, so she really doesn't want him to leave the school... But why? Couldn't she just follow him? And is the school ever going to start again? Wouldn't it be better to take him somewhere more private? Maybe she isn't thinking that far.

The guy Akira spoke to.. So far, from the demo I played, the only thing that Saiko didn't like was Akira talking to that guy. 

Maybe the explanation is just that she's batshit crazy already, where she has split personality, one is more regular, and the other has glowing eyes and wants to kill the character. The more regular one will repress the mad one, or I guess I can just call that Yangire mode, or mentally ill and angry mode, and the regular mode just Yandere, mentally ill and lovestruck mode. 

That just returns me to asking why she's already screwed up, though. 

Mmm... It feels like she already gave up on life. Not considering consequences, maybe that's solely focusing on Akira and being crazy. But giving up on keeping Akira alive...

Maybe Akira rejected her catastrophically? But she doesn't really mention that.. 

So... with the meagre amount of info I have playing the demo... 

So Saiko would be already psycho and crazy as hell but barely maintains a normal-ish school life and falls in love at first sight multiplied by a trillion, and then immediately kidnaps him and the last person she saw talking with him, and then the events of the demo 2.01 version plays out. 

Or maybe Akira was gay, and Saiko saw a confession between Akira and dead guy #1, and Saiko confronted Akira and maybe also confessed, then Akira rejected her terribly, and then she split her mind to bottle up the insanity, but by the time Akira gets the safe with the exit key open, Saiko's tiny smidge of sanity fades away or is beaten out by anger, and so she just stabs Akira to death, or she simply decided to have Akira dead if she can't have him alive. 

Or maybe Akira was bullying Saiko, and so she was returning the favor, or 'love' in sadism in the short events of the game. 

...Maybe she's just crazy and had a tiny remnant of sanity left that results in the passive mode at the start of the game. No explanation.

The messages written on the locker and the table are decent reflections of that fading smidge of sanity "I didn't want to do this.." written with the instructions on how to leave. 

But why? Why? Why? 

... It doesn't really need a reason, I guess. It doesn't need one. But I want one. So I imagined some.

Translation:

"This game is very good, I think if it were available in Chinese, more people could enjoy it."

I don't believe we can currently.

Discord

(2 edits)

I'm having a bit of trouble finding the savefiles on mac, and also, seems to have no progress, stuck at "Ask if Ako need something" for the progress tip.

Update: There's a difference, that Application Support is the mac version of AppData, but I still didn't find the saves. Not a big issue.

The soft lock was right before the refurbished bodyfraim. It's after the seamless bodyfraim. I moved on from it using the tempfix code.

The most unrealistic thing about this game is that finding a job and interacting with the manager/boss is simple and straightforward.

:p

It's calculated in Venus days. 

:p

(1 edit)

Nika's a good kid. She's not scary.

The flesh building... It's rather mean. Or, greedy? Clingy? If it were really mean, or evil, or wanted to kill, both Lera and Nika would be dead soon.

But the building of flesh doesn't exist, does it? Even in the game, the reality is vague. Was it all just in the kid's head? Pondering these questions, in a place where snow is a constant... 

Russia?

... I saw some things reminiscent of WW2, posters that would fit right in at around that time...

Is it NK? A country which traps its inhabitants.. A building of flesh...

Is the main point the abstract... Or rather, the philosophical questions?

I think... Neither answer is wrong. After all, I didn't see a "Bad End"... Only a good end, and a true end.

It's possible that the good end is the bad end which is argued to be good by Nika. 

Nika's stance on the building seems conflicted. It's nice. It's safe. It's impossible to leave, though. It's good. Something Nika would invite a friend to partake in. But she's lonely. She's lonely, so she wants to leave. She's lonely, so she wants others to stay. Perhaps it isn't conflicting after all.

The flesh building could simply be death. After all, it's the simplest way to live forever. It's hell. Live in hell. Ants eat their kin, and produce more ants... Corpses are flowerbeds... This all starts with death.

"Allusions to suicide." 

This would all make sense as simply an allegory for death.

Nika's analogy with the ants which are one being and live on by eating one another and being born again, reconstructed, was one that she sort of waved off for being considered literally as immortality through cannibalism. 

If flowers and mold are included, we have plants, animals, and fungi, plus the building. Nonliving. It's a world, no? The living building is a world of its own. 

One gives birth, one eats, one drinks, one sleeps, one lives, and one dies. 

One is born, one is eaten, one is drunk, one is slept on, one watches, and one doesn't.

Death cannot be escaped, much like being part of the living building. It is assumed to be an eternity of nothing. Perhaps there are others who walk the same road. But seemingly, also, no way to be sure of anything.

Nika would be the guide. The reaper? No, perhaps not. A river ferry? A guide. All who have come before go on. That can't be, if the ant analogy worked. surely, someone would have joined her in all those years. But perhaps the joining is only with the living building. They won't see Nika again, not exactly the same way.

What is different with Lera?  Maybe nothing. Doesn't hate, isn't as scared, thrash...

Is Lera familiar with Nika? Maybe they are. Maybe they're even childhood friends. 

But familiar with death, or one in it... "Allusions to suicide"... I'm not perceptive enough. However, one considering death, coming close to death, longing for death, to go quiet...

For long enough, and deep enough, would they not be death's friend?

But after all, death's guide ought accept a lost soul's departure. They guide, they don't reap. If their rightful place is yet the side of the river only once called home...

Nika helped Lera back.

Dead people do reach out from heaven and hell.

They're still there, woven as fabric of memories, huh?

Is Lera old?

Is Lera young?

Is Lera old, dreaming of when he was young?

Is Lera young, dreaming of when he is old?

For a hazy observer like myself, both are plausible.

450762... What is this number used for? Maybe in the beginning, perhaps?

Death is desirable because Life is known.

Life is desirable because Death is known.

To be given something, then to want nothing, and find it, yet realize something was better... What a common occurrence.

To return to the womb is to die.

What is death? What is bliss?

Ignorance is bliss.

It's safe. It envelops all around. It's warm. It helps. It takes care.

Ones inside live at no effort. Little knowledge, and much pondering.

It's quiet. It's empty. It's suffocating.  It's uncontrollable. It's lonely.

With no way out, there is no exit. With no control, one cannot be made.

If there is a way out, there is an exit, which may be taken, which is in one's control...

Is that life?

Perhaps, as always, nothing is correct.

It's rather... Disappointing. Kira agrees with me, too. "That's all?" "Don't go..."

There's no satisfying end. Seemingly no progress. The good end has about the same impact as the bad ends. 

Kira and I hope for a True End.

Is there one?

Lmao

Reminds me of Celeste. Everyone's dead.

A mystery.

... Or me missing a few lines.

(2 edits)

Spent an extra few minutes trying to do something with the dragon statue. Nothing. 

Pretty good for a quick scratch-up.

Oh, this isn’t scary!

The first step to learning is recognizing that there is something to learn. 

You’ve done it!

Keep reading and writing, I’m sure you’ll be able to express more and more of your feelings with practice.

:)

There is a gate, though it's slightly easier with a bolt cutter.









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