I really love the content of this game, and I was happy to buy it.
In a way that's not unique to this game, the Unity Input system is a disaster. Words like "Horizontal" and "Vertical" appear in WAY too many places, so you can't get a bearing of where you should be placing analog stick and button commands. It would've been easier for the game to not have any built-in controller recognition code at all, and just leave that job to profilers, like JoyToKey.
Dioram
Recent community posts
Hi. Yes, you're correct that the snapshots appear generic, and don't look like they contain any copyrighted content, or content that is specific to a particular game franchise - that is exactly the goal. I can't provide a catalog of snapshots for every single PC game that has ever existed, but what I can provide are snapshots that are "close enough" to the games people download.
Hi. I'm developing a Windows game launcher called XANA House 1, which makes it easier to play PC games in a living room, and set up controllers. This launcher includes the ability to upload your own game snapshots, however, I also want to provide a gallery of generic snapshots. May I use images from this game in that snapshot gallery?
You can see the gallery as it currently stands, with this link :
Hi. I'm developing a Windows game launcher called XANA House 1, which makes it easier to play PC games in a living room, and set up controllers. This launcher includes the ability to upload your own game snapshots, however, I also want to provide a gallery of generic snapshots. May I use images from this game in that snapshot gallery?
You can see the gallery as it currently stands, with this link :
Hi. I'm developing a Windows game launcher called XANA House 1, which makes it easier to play PC games in a living room, and set up controllers. This launcher includes the ability to upload your own game snapshots, however, I also want to provide a gallery of generic snapshots. May I use images from this game in that snapshot gallery?
You can see the gallery as it currently stands, with this link :
Hey there. I really enjoy this version of Asteroids. It doesn't automatically maximize the screen, but I was able to get around that with a batch file. I don't know if there's a way to exit the game, other than using Alt+F4. The sound of the ship hitting up against a rock is interesting. The firing sound effects aren't very pleasant to listen to. I would pay for you to re-release a version with softer firing sounds.
Hey there - I really enjoyed trying out this space shooter - I even like the idea of financially supporting it. There doesn't seem to be a way to exit to the main menu, and it would nice if there were a few more levels, but still, this is one of the best space shooters on Itch that has a Windows version, and I would love to see more.
Would you like to acquire the rights to a cartoony space-themed game?
If you're a programmer and you're comfortable with taking tons of beautiful 2D PNG images and transforming them into a game, you may be able to get one!
The game is called I.Q. & Stretcher. It features two aliens who each have their own advantages, in a world being overrun with mysterious pipelines. Most of the 2D graphics are already made - the game simply needs an engine for the graphics to sit inside.
As the programmer, you'll have an incredible amount of control over the details of the gameplay, the parameters of the environments, the level design, and a high degree of control over the game's plot!
If you'd like to own this remarkable project, please reach out to me!
Email : philpeer@gmail.com
Hey there!
I'm an animator who's been working with musician Marc Andre Gegner for 10 years.
https://www.magnetizemusic.com/
This year, we've produced incredible new versions of songs for one of my biggest projects. I'm not the only person Marc has worked for - he has also written for studios like Smiling Cat Entertainment, and that's why I'd like to recommend him to you. Marc is able to remake music, with a high degree of quality, in a short amount of time. His efficiency is remarkable. His prices are attractive. If you're interested in working with him, please let me know! Thank you!
Hi Gabriel. If you'd like a musician to help you out, I would strongly recommend Marc Andre Gegner at :
https://www.magnetizemusic.com/
I've been working with Marc for 10 years. He has produced excellent music and done an amazing job of even taking my music, and making higher-quality versions of it. He does it at pretty attractive prices, which you may also be able to negotiate with him.
Even if you hire him to write only a few songs, he would really appreciate that.
I'm developing a new Windows game launcher that makes it easier to set up controllers and play PC games in a living room. This launcher will be able to run any game, right from the first day, so it doesn't have a "greenlighting process". However, since there's no greenlighting process, that also means that games won't automatically inject information about themselves into the menu system (like the name of the game, or a snapshot). Users will have the option to enter in the name, or upload a snapshot, or both. In theory, if the launcher were to become popular enough, developers might start taking the initiative, by including the name and snapshot of the game themselves - however, I only want that to be an option, not a requirement. I also want users to have the option to download "generic snapshots" which are images that don't specifically tie to a particular game, but instead "look close enough" to what's in the game. For example, a snapshot of Diddy Kong would not be a generic snapshot, but an image of pirate ship, or palm tree, or a barrel would be. The more generic images I amass, the better the initial experience will be. If you have "scrap content" from a game that didn't make the final draft, that might be useful for building a generic snapshot as well. Let me know if you can produce anything. Thanks!
I'm developing a new Windows game launcher that makes it easier to set up controllers and play PC games in a living room. This launcher will be able to run any game, right from the first day, so it doesn't have a "greenlighting process". However, since there's no greenlighting process, that also means that games won't automatically inject information about themselves into the menu system (like the name of the game, or a snapshot). Users will have the option to enter in the name, or upload a snapshot, or both. In theory, if the launcher were to become popular enough, developers might start taking the initiative, by including the name and snapshot of the game themselves - however, I only want that to be an option, not a requirement. I also want users to have the option to download "generic snapshots" which are images that don't specifically tie to a particular game, but instead "look close enough" to what's in the game. For example, a snapshot of Diddy Kong would not be a generic snapshot, but an image of pirate ship, or palm tree, or a barrel would be. The more generic images I amass, the better the initial experience will be. If you have "scrap content" from a game that didn't make the final draft, that might be useful for building a generic snapshot as well. Let me know if you can produce anything. Thanks!
I'm developing a new Windows game launcher that makes it easier to set up controllers and play PC games in a living room. This launcher will be able to run any game, right from the first day, so it doesn't have a "greenlighting process". However, since there's no greenlighting process, that also means that games won't automatically inject information about themselves into the menu system (like the name of the game, or a snapshot). Users will have the option to enter in the name, or upload a snapshot, or both. In theory, if the launcher were to become popular enough, developers might start taking the initiative, by including the name and snapshot of the game themselves - however, I only want that to be an option, not a requirement. I also want users to have the option to download "generic snapshots" which are images that don't specifically tie to a particular game, but instead "look close enough" to what's in the game. For example, a snapshot of Diddy Kong would not be a generic snapshot, but an image of pirate ship, or palm tree, or a barrel would be. The more generic images I amass, the better the initial experience will be. If you have "scrap content" from a game that didn't make the final draft, that might be useful for building a generic snapshot as well. Let me know if you can produce anything. Thanks!
Hi. I'm working on a project that requires gathering a large number of generic game snapshots. The snapshots aren't meant to display any specific copyrighted content, and they aren't very big - all of them are 416x110 pixels. I wanted to ask your permission to use some of your images to create a some of these snapshots. Thanks!
Hi. I'm working on a project that requires gathering a large number of generic game snapshots. The snapshots aren't meant to display any specific copyrighted content, and they aren't very big - all of them are 416x110 pixels. I wanted to ask your permission to use some of your images to create some of these snapshots. Thanks!
Hi. I'm working on a project that requires gathering a large number of generic game snapshots. The snapshots aren't meant to display any specific copyrighted content, and they aren't very big - all of them are 416x110 pixels. I wanted to ask your permission to use some of your images to create some of these snapshots. Thanks!
All of my Itch.io tests are done on a PC. This game will take any controller it recognizes, and try to attach its moves (not only) to Xbox controllers, but also any controller, based on generic notations (like POV, Axis, Button 1, Button 2, etc). I don't necessarily mind these impositions per se, but, if I can't disable this automatic recognition, I have a problem with that.
Traditionally, PC games would have separate Keyboard and Joystick modes. If this game had that, you could use the Keyboard mode, and then create a controller profile (with something like JoyToKey) and get total control over your controller layout, down to the last button. This would work for even REALLY weird controllers, like racing wheels and flight sticks.
I found this game quite appealing. It doesn't start off too difficult - it does a good job of rewarding players for trying it.
Although the game does impose a controller profile, it does (at least) come with the ability to edit "data/controls.ini". I would've preferred the game to have a built-in keyboard or gamepad toggle, but at least the INI file option is there.
Even if you disable the imposed controller profile, the game will still impose on the d-pad. This is quite common. It's not a huge deal to me. Lots of games impose MUCH more, so in this case, I'm thankful.
There doesn't seem to be a way to automatically maximize the screen. Additionally, I assumed that Alt-F4 is the right way to close the game. Alt-F4 was not included in the Game Controls list (above).
I know I'm being nit-picky, and honestly, this was a great game overall - I'm only bringing it up because there's a certain kind of perfection this game would have, with these extra provisions.
I downloaded this game, as part of a bigger way of testing the value of Itch.io's Gamepad (Any) input category.
This game does a nice job of supporting Xbox 360 controllers, and it even adjusts its button images around it.
Unfortunately, if you plug in some other kind of controller, the game will still see it, and try to impose a control scheme on it, which is a clumsy process to get around.
I don't have any problem with games having built-in controller support, per se, but with this game, there's no way to disable the built-in controller detection code. I would've preferred the game to not include any controller-recognition functionality, because that would've actually made it MUCH more controller-compatible, given that controller profilers do exist.
I really enjoyed every aspect of this game.
I downloaded this for an unusual reason. I am trying to get a sense of whether or not Itch.io actually needs a "Gamepad" input category. It doesn't seem like it does, for two reasons.
1. From my tests, the only type of controller this game automatically connects to is an Xbox 360 controller. The game doesn't include a screen that says what the imposed 360 controls are - you'll have to use trial-and-error... I guess.
Additionally, you need Esc to get out of the game. I'm glad that this game lists its keyboard defaults, but Esc was not included in the list, and it's also not imposed on the 360 controller.
You COULD add Esc to a 360 controller, using a profiler (like JoyToKey) but that leads into the second reason...
2. No PC game needs to be categorized as "Gamepad supported" because 100% of them are controller-compatible if you use a profiler. So, this game could've been categorized as "Keyboard" and "Xbox 360" without the need for a Gamepad category.
I liked the fact that this game only seems to impose a control scheme on 360 controllers. It won't impose them on things like N64, Sega Genesis or PS4 - that greatly improves the value of those three controllers.
Overall, I enjoyed playing through this game.
The primary reason I downloaded this was to test the value of Itch.io's "Gamepad (Any)" Input category.
And... this game did provide good, relevant data.
I absolutely detest the fact that this game imposes its own controller scheme, and doesn't come with any way to disable it.
This is a game that would've actually been MORE controller-flexible if it didn't contain ANY controller recognition code. Since controller profilers (like JoyToKey) do exist, not including any controller code would've actually given this game better controller options!
Also, this game DOES have keyboard defaults, so it could've also been categorized as a Keyboard game, and (I believe) Itch's Gamepad category doesn't actually need to exist. All of the special gamepad code that this game provides is completely coercive, can't be disabled, and is not something any publishing site should be proud of.
I was aware that holding Up would allow the beetle to get across small gaps. That feature was helpful! My ending score was 504. Someone else here said "~18min and 300 deaths later" so I think I'm not as young as I used to be. I should have paused more often to take a deep breath.
Also, I like the fact that I didn't need to navigate the menus with a mouse, and that WASD took care of that. I'm always relieved when that's true - it makes setting up a controller a very quick process.
At the end of each level, there's a checkered banner (which is okay) but then there's also no scenery - it's basically just sky. I guess I can imagine some reasons why that would be. Maybe each level is like a really long stick that the beetle is trying to escape from.
Hey there!
I wanna say that I love the fact that this game has separate keyboard and joystick modes, and that commands (like movement) aren't being forced on my controller, just because there's a controller option.
The keyboard defaults are horrible, but then again, this is the kind of game I would only play with a controller, so that horribleness doesn't actually matter.
This game is super-cruel. The beetle moves very fast, and there's not a lot of terrain to run on to catch your breath. A lot of times I'm failing, not because the beetle fell into water or a pit, but because of a bump in the path, which seems like kind of an undignified way to fail.
Overall, I like what's going on here. I wish some easier levels were tucked into this package, and I like the idea of paying for a longer (and possibly slower) version of this.
I found something crucial that this game is missing.
In the Controls feature, you can set the Controller mode to "None." That all works perfectly. However, once you have to "respawn" that setting is not stored, so you have to go back, and set the mode back to "None" again.
I hope you'll find a solution for this. I'm rooting for your success!
It seems like Select is Enter, not E.
I did play through the entire game. The 4th level was quite a challenge!! Luckily, the game wasn't SO difficult that I had to give up my controller and switch to a mouse & keyboard. The sound of shooting a incoming missile was very bold, whereas the sound of taking damage seemed like it should've stood out more. I wish there were more of an ending, but beyond those things, I generally enjoyed this game.