Am I doing something wrong or is the save system supposed to not save any glyphs and blessings, because I find that it just drops you at the most recent act completed.
The save/load system needs a bit of work if I'm honest, I barely expected anyone to play at all let alone come back for repeat sessions so I've not updated it as much as the rest of the game recently. That said, it should save your blockers, balls, glyphs and mana whenever there is a change to one of those and then load you back in at the start of the Act you were on with those all exactly as they were when you left. I'll be sure to give it a pass before the next update!
I'd like to second the anti-softlock feature - one of my multiballs got stuck in the bonus stage hole. When eventually all the balls drained it stayed stuck and I was left with nothing to do but a restart.
There could be a countdown when exiting the store. It's really hard to move my hands back to the position of the keyboard to continue controlling the paddle, especially when having multiple balls. There's no room to react when some ball is already falling.
Completely agree, I've added a slow-mo effect when exiting the shop in this patch, it seemed more in-keeping with the other parts of the game but still gives a sec or two to get back into the action, esp with multiball active. Thanks for the excellent suggestion!
That one of my complaint if I could say, UI is a bit too rough and we have to use mouse sometimes unless I miss the way to use only keyboard to move forward with some dialog. And it comes back too quickly to the game so we're a bit taken by surprise to continue to play.
Also, in controls list, you forgot to add LShift/Rshift keys, which are far better to play pinball game than both CRTL, larger/wider keys are always better and more standard to pinball games.
That's said, it's a great game with good potential which still need some polishing esp. tutorial could be more deep cause we're immediately thrown into the game without knowing all those glyphs on the screen.
I also advise you to take a look at old Megadrive game devil md which is a very great pinball game.
I only played one table, got to act IV in my first try! It's pretty fun, but I'm pretty bad at pinball games and once the middle protective bumper is gone, I died pretty fast. Maybe you can make it easier for beginners? Maybe made a difficulty option or some options that you can toggle for harder mode but get more points, like in Hades?
Yeah I've tried to make things a bit easier for beginngers now, yesterdays patch resets the blockers when you lose a ball so hopefully that keeps things going a bit longer. There are 7 difficulty settings in teh game as it stands, each one adding a small change but cumulatively they add up to being really hard, similar to Balatro. The Hades difficulty settings might work better tbh now that you mention it, I'll have a think! Thanks for playing!
Interesting game! I like the boards, I hope you continue to do them. The powerups I got during my run didn't feel very useful most of the time, and honestly they felt superfluous even when they were active.
The tutorials are kind of annoying, mainly because I had to move my hand away from the keyboard over to the mouse to get them to advance. Just like, make them advance with the spacebar or something.
I've added menu navigation with arrows, left/right control + spacebar/enter to confirm, so hopefully that addresses the latter problem. The Blessings powerup have been reworked to be more powerful, and the shop Glyphs are overdue a balance pass but they were always intended to be minor, incremental increases that pays off better with planning ahead. I'll revisit that concept though and see if I can't make them generally feel more impactful at the point of purchase. Thanks for playing and for the feedback!
Feedback regarding the control scheme:
I’m playing on a laptop without a mouse. My keyboard doesn’t have the right ctrl… thus the experience is subpar.
You can rebind the controls in the Settings! What I've found to be most comfortable for me as a laptop user, too, is Space bar for left bumper and (left) click for right bumper. But you the options are limitless (arrows, letters, etc)!
You should be able to rebind the controls in the settings menu, let me know if that works for you! I do plan to have a full Mac version at some point soon as well though
This game is great and tickles a bunch of childhood itches, all while making it your own and coming down with smooth graphics, gameplay and turning it into a fun roguelike.
That said, I'm terrible at the game, and while it's fun to play regardless, my skill issues have unearthed a rather frustrating part of the game loop: the game goes swimmingly while the centre protective bumper is active, usually lasting till act 4, though I've made act 6 with good resets. But as soon as they run out, I lose one ball after the next, throwing 10 balls away within a single act and losing.
This feels incredibly frustrating and lopsided. Extra balls don't even matter at my skill level, and getting multiball is a debuff since its chaotic nature kills the bumper faster relative to the progress you're making. I really only have 1 life and it's the protective bumper.
So for the sake of us worse players, I'd advocate for making the protective bumper have significantly fewer HP but resetting every time you get a new ball.
This more gradual loss would really help give (at least me) a better measure of where we are, make the game less dependant on a bumper reset, and also give a more rewarding feedback for keeping a ball going for longer. Plus of course no more losing 5 balls within 20 seconds.
Thank you for hearing me out, and of course for letting us play such an awesome demo. Good luck with your Steam release!
This is a great idea and seems like a no-brainer now that I've read it... Just goes to show I've been to close to the game recently to view it objectively. It will take some rebalancing but I think this could really work, you're definitely not the first to mention the difficulty once the blockers are gone. Thank you SO much for playing, and even more so for the feedback!
Ok, I've pretty much added exactly this in the latest patch, I hope it feels less punishing once that central blocker is gone. Thanks again for the feedback, I feel this is a really big change and one that might not have happened without this input. Hugely appreciated, thank you!
And yes, it really makes the game feel better paced and makes buying additional balls truly worth it. With these changes I managed to beat 1st difficulty as well as 2nd difficulty with Inferno ball. And it was really fun!
In those, I also had a couple of other, though much less significant thoughts:
The tutorial could mention that you can switch around the active lights of each mission. That one took me some time to figure out.
The Multiball mission is probably still a net negative. You get 3 balls, so unless the centre bumper has less than 3 HP, you get something that helps no one except speedrunners. My personal idea would be to alternate it with a mission that restores your protective bumper to half of the HP it had the last time you triggered Multiball + 10% of its base HP.
Saving a ball that goes out at the side funnels feels really cool, so it's sort of disappointing to me that the side protective bumpers (usually, at my skill level) last longer than the centre one.
The slow motion effect is really cool and fun, so I see a lot of potential for fun Glyphs and Blessings unlocking additional situations when it triggers. E.g. once a minute when a ball is about to be lost, whenever you cradle a ball, or when a ball moves downwards at a very high velocity.
There's some potential for a couple cool temporary damage boosts from Glyphs in return for doing risky things. E.g. remove side blockers and gain temporary bonus damage after a ball enters a side funnel, while holding one or both flippers open, or while the centre protective blocker is gone.
Thanks for coming back and trying again! So glad it made things easier for you and congrats on beating the table, I’ve added all these comments to a feedback doc I’ve got and will go over them all and see what I can do, some more great suggestions in here so massive thanks once again!
Adding to that, an accidental discovery I made is that slow-mo on hitting a ramp shot would be a really cool glyph, since it lets you easily switch the lights for the mission.
I thought it was a well-made game and its design is spectacular, it reminded me of the cult of the lamb. I wish there were more design boards, but that's why I love independent developers or small groups that do it with love and listen to the community (to finish, I haven't had any problems and I play with a dedicated graphics card).
look I know I suck. But there should be something I can do to mitigate my skill issues. Perhaps I'm not your target audience but it's my firm belief that I should not have to be good at a game to enjoy it.
I've tried to mitigate this somewhat with the lower blockers, but I'll try and think of other ways to make it less skill dependant. I often feel like this when I get behind a real pinball table so I totally understand!
I did forget to mention how authentic and realistic this feels to play so hats off to you there, maybe a bigger ball size? Once I lose that middle blocker it's over for me.
Your insight into the nostalgia/skill divergence actually hit me pretty hard! I think it's kind of why I wanted to make this game in the first place - I always felt I was rubbish more often than I hoped I'd be when I got in front of a real table and wanted to make a game that gave a sense of power much earlier on and at a lower skill level than usual. Super interesting, thank you so much for playing, critiquing and posting!
Hi ! I love your game, it's really fun and the visual is also really nice !
I found a bug where I lost a ball (my first one) during act IV and I coudn't launch it anymore. It never touches the ball as you can see in both pictures (and the ball stays in the air). I don't know if it has something to do with it, but the ball I lost had the fire wheel around it.
Otherwise, I'm enjoying the game !!
Edit : Looks like pausing the game and going back at it solved the issue.
:) Thank you so much! And thank you for playing, you're not the first to mentiion the glyphs, I'll be giving the whole system some consideration to see if I can't clarify things a bit better, or just generally be more intuitive. Thanks again!
Navigation in all menus should be possible without removing my hands from the position you've asked me to place them in. If you tell me that the game is played by pressing Left and Right Ctrl, I should be able to navigate all in-game menus without moving my hands away from those two buttons. At worst I'd say it would be acceptable to force the player to use the arrow keys to navigate, but there's no reason LCtrl, RCtrl, and Spacebar wouldn't be good enough to navigate through a menu.
This may seem minor, but it's an unnecessary point of friction for the player and those are generally best avoided.
Other than that, I love the concept and the theming and I am looking forward to playing more of this in the future.
Ah, this is a great shout - I've been overly relying on the mouse recently but 100% this should be the case for keyboard. I'll get to work on that soon, thanks for playing!
playing browser on a laptop, can we get remappable keys? or at least left/right arrows -- none of the control schemes described are really usable on macbook
You should be able to remap keys from the settings -> controls menu, either by pausing mid-game or from the main menu, although I just realised I’ve not tested rebinding in a while, I hope it still works :)
I would like to make a suggestion : Consider holding the upgrades until I've dropped a ball. Getting an upgrade should be fun, but right now it feels like an annoying interruption. Like an advertising pop-up that I just want to clear as quick as possible so I can keep playing the game.
And I assume this is just for the demo, but please make sure the final version has a "skip tutorial" setting that actually turns off ALL tutorial popups. Thank you.
Many pinball aficionados would also appreciate a vertical-screen mode, if that's not hard to manage.
interesting idea on the upgrades, I agree it does stop the flow of the game a bit. I like being able to buy new balls as a form of investing in survivability though, but I’ll give it some thought.
Spot on with the tutorial popups, I’ll get that setup asap. Vertical mode used to be supported months and months ago but so much has changed since I doubt that's still the case, I'll take another look. Thanks again for playing!
I LOOOOVE ITTT!!! There's just one tiny problem tho. i cant beat act 1 because i keep glitching under the walls into the hole and i cant nudge for some reason.
I'm playing on a 16:10 laptop display and the menu seems fine, but when I'm in game the left and right sides of my screen are cut off so I have no way to understand what I'm doing
The only pinball(?) game I have played was space cadet.
Promising game and really fun though the missions are difficult.
However, I am having an issue. Sometimes the game seems to fail to register, or rather, swing the flaps(?) when I press though The mission lights cycle as they normally would.
I am not sure if is it an issue on my end or with the game. Happens with both web and desktop releases.
thanks for playing! Funnily enough, this started happening to me as well last night when I was playing, I’m looking into it today and will try and get a fix in the next update, hopefully either today or tomorrow
game was kinda hard bcuz i exited the shop to check on my bumpers and then it sent me out, i got launched to a bonus stage immediatley fell and lost all of that work
Ah, yeah I guess the once-per-act shop could be a pain when you want to check on the bumper HP. I'll add some text to the description that says current HP, that might help. The nudge issue is wierd though, I'll take a look at that. I've also got a massive update on the way v soon that should make things generally easier, I'm aware it's a bit tough at the moment. Thanks for the feedback!
I think this is my first review. But I really want to support the author. I had an idea to make a mini-game based on pinball, so I decided to check out itch.io to see what other people were offering and found this game.
When I posted about a virus being detected, apparently Kenny replied but then the forum got converted into normal comments so it's gone. That doesn't exactly make things less suspicious.
Yeah sorry I’m still wrapping my head around Itch as a platform, didn’t realise it was comments OR discussion boards and activating one closed the other. Apologies, noob move and not one that builds trust either I guess given the topic.. PiN is built using a standard Unity setup so I’m surprised and actually pretty worried that any virus software is flagging it tbh, definitely not right and so sorry it's happening. I’m not even entirely sure what to do about it - do you mind me asking which antivirus you are using? The game demo is also available on Steam if you’d feel more comfortable accessing the game via that platform but the code is the same on both so I guess not, sorry again I’ll see what I can do
Newer Windows systems pretend that anything Microsoft hasn't whitelisted as popular is a virus (it pops up a 'security warning' message that suggests a risk of viruses from using software the megacorporation isn't aware of, which I've seen many less-sophisticated computer users interpret as a virus detection). I don't think there's anything you can do about it without specifically engaging with Microsoft or having the software become very popular, but it's true for most home-made games (e.g. the vast majority of games on itch) not by somebody with a well-established portfolio. If the game becomes popular the problem will fix itself. It's just a way to try and shut down independent development so as to further hegemonize corporate power.
It's possible there's some other thing it triggered for that user; I'm not getting a 'rarely used' security warning after downloading, but I'm not getting any warning at all so I'm guessing that's it.
The Itch launcher has a sandbox mode you can turn on that supposedly protects against malicious or infected games. I don't know how much that actually does.
At the very least, using the launcher stops Windows from popping up spurious warnings because the devs haven't paid for a certificate.
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Great stuff. Scored 780 830.
Been waiting for a gameplay twist on the pinball formula for a while now, and this just might be it
Congrats on the score! I’m glad you enjoyed it, it means a lot to hear that thank you!
Am I doing something wrong or is the save system supposed to not save any glyphs and blessings, because I find that it just drops you at the most recent act completed.
The save/load system needs a bit of work if I'm honest, I barely expected anyone to play at all let alone come back for repeat sessions so I've not updated it as much as the rest of the game recently. That said, it should save your blockers, balls, glyphs and mana whenever there is a change to one of those and then load you back in at the start of the Act you were on with those all exactly as they were when you left. I'll be sure to give it a pass before the next update!
ah, that’s happened to me before a few times as well, you can budge to get out of it buuuut I really should fix it :) I’ll add it to the list!
It happened to me again, but after opening and closing the pause menu, the ball bounced out.
I'd like to second the anti-softlock feature - one of my multiballs got stuck in the bonus stage hole. When eventually all the balls drained it stayed stuck and I was left with nothing to do but a restart.
That also happened to me.
thanks for playing, this is incredibly helpful to me so thank you also for recording!!
Made a video
There could be a countdown when exiting the store. It's really hard to move my hands back to the position of the keyboard to continue controlling the paddle, especially when having multiple balls. There's no room to react when some ball is already falling.
Completely agree, I've added a slow-mo effect when exiting the shop in this patch, it seemed more in-keeping with the other parts of the game but still gives a sec or two to get back into the action, esp with multiball active. Thanks for the excellent suggestion!
That one of my complaint if I could say, UI is a bit too rough and we have to use mouse sometimes unless I miss the way to use only keyboard to move forward with some dialog. And it comes back too quickly to the game so we're a bit taken by surprise to continue to play.
Also, in controls list, you forgot to add LShift/Rshift keys, which are far better to play pinball game than both CRTL, larger/wider keys are always better and more standard to pinball games.
That's said, it's a great game with good potential which still need some polishing esp. tutorial could be more deep cause we're immediately thrown into the game without knowing all those glyphs on the screen.
I also advise you to take a look at old Megadrive game devil md which is a very great pinball game.
I only played one table, got to act IV in my first try! It's pretty fun, but I'm pretty bad at pinball games and once the middle protective bumper is gone, I died pretty fast. Maybe you can make it easier for beginners? Maybe made a difficulty option or some options that you can toggle for harder mode but get more points, like in Hades?
Yeah I've tried to make things a bit easier for beginngers now, yesterdays patch resets the blockers when you lose a ball so hopefully that keeps things going a bit longer. There are 7 difficulty settings in teh game as it stands, each one adding a small change but cumulatively they add up to being really hard, similar to Balatro. The Hades difficulty settings might work better tbh now that you mention it, I'll have a think! Thanks for playing!
Interesting game! I like the boards, I hope you continue to do them. The powerups I got during my run didn't feel very useful most of the time, and honestly they felt superfluous even when they were active.
The tutorials are kind of annoying, mainly because I had to move my hand away from the keyboard over to the mouse to get them to advance. Just like, make them advance with the spacebar or something.
I've added menu navigation with arrows, left/right control + spacebar/enter to confirm, so hopefully that addresses the latter problem. The Blessings powerup have been reworked to be more powerful, and the shop Glyphs are overdue a balance pass but they were always intended to be minor, incremental increases that pays off better with planning ahead. I'll revisit that concept though and see if I can't make them generally feel more impactful at the point of purchase. Thanks for playing and for the feedback!
Sensational
:) Thank you!
Wow. Great take on pinball games. It was about time to do something like that.
Feedback regarding the control scheme: I’m playing on a laptop without a mouse. My keyboard doesn’t have the right ctrl… thus the experience is subpar.
Arrows would just be fine
You can rebind the controls in the Settings! What I've found to be most comfortable for me as a laptop user, too, is Space bar for left bumper and (left) click for right bumper. But you the options are limitless (arrows, letters, etc)!
You can rebind the controls
Good
Very hard on a mac since there’s no right ctrl button, and touchpad right click is a pain
You should be able to rebind the controls in the settings menu, let me know if that works for you! I do plan to have a full Mac version at some point soon as well though
This game is great and tickles a bunch of childhood itches, all while making it your own and coming down with smooth graphics, gameplay and turning it into a fun roguelike.
That said, I'm terrible at the game, and while it's fun to play regardless, my skill issues have unearthed a rather frustrating part of the game loop: the game goes swimmingly while the centre protective bumper is active, usually lasting till act 4, though I've made act 6 with good resets. But as soon as they run out, I lose one ball after the next, throwing 10 balls away within a single act and losing.
This feels incredibly frustrating and lopsided. Extra balls don't even matter at my skill level, and getting multiball is a debuff since its chaotic nature kills the bumper faster relative to the progress you're making. I really only have 1 life and it's the protective bumper.
So for the sake of us worse players, I'd advocate for making the protective bumper have significantly fewer HP but resetting every time you get a new ball.
This more gradual loss would really help give (at least me) a better measure of where we are, make the game less dependant on a bumper reset, and also give a more rewarding feedback for keeping a ball going for longer. Plus of course no more losing 5 balls within 20 seconds.
Thank you for hearing me out, and of course for letting us play such an awesome demo. Good luck with your Steam release!
This is a great idea and seems like a no-brainer now that I've read it... Just goes to show I've been to close to the game recently to view it objectively. It will take some rebalancing but I think this could really work, you're definitely not the first to mention the difficulty once the blockers are gone. Thank you SO much for playing, and even more so for the feedback!
I second this feedback. I like the game, but I'm so bad, that once the middle bumper is out it's game over.
Btw, I don't know pinball and the text tutorial made me think that bumbers are those things I control.
Ok, I've pretty much added exactly this in the latest patch, I hope it feels less punishing once that central blocker is gone. Thanks again for the feedback, I feel this is a really big change and one that might not have happened without this input. Hugely appreciated, thank you!
Happy to be of help.
And yes, it really makes the game feel better paced and makes buying additional balls truly worth it. With these changes I managed to beat 1st difficulty as well as 2nd difficulty with Inferno ball. And it was really fun!
In those, I also had a couple of other, though much less significant thoughts:
Thanks for coming back and trying again! So glad it made things easier for you and congrats on beating the table, I’ve added all these comments to a feedback doc I’ve got and will go over them all and see what I can do, some more great suggestions in here so massive thanks once again!
Adding to that, an accidental discovery I made is that slow-mo on hitting a ramp shot would be a really cool glyph, since it lets you easily switch the lights for the mission.
I thought it was a well-made game and its design is spectacular, it reminded me of the cult of the lamb. I wish there were more design boards, but that's why I love independent developers or small groups that do it with love and listen to the community (to finish, I haven't had any problems and I play with a dedicated graphics card).
Thank you! :)
This one looks great. Maybe steam release?
it's already on steam you can wishlist it.
Yep, Steam page is already up - I'll add a link in the description, just realised I probably should have had that in from day 1... Thanks!
look I know I suck. But there should be something I can do to mitigate my skill issues. Perhaps I'm not your target audience but it's my firm belief that I should not have to be good at a game to enjoy it.
I've tried to mitigate this somewhat with the lower blockers, but I'll try and think of other ways to make it less skill dependant. I often feel like this when I get behind a real pinball table so I totally understand!
I did forget to mention how authentic and realistic this feels to play so hats off to you there, maybe a bigger ball size? Once I lose that middle blocker it's over for me.
if you increase the ball size the nudge feature when it goes on the sides where you have the potential to recover will be ruined.
This is mad fun, can we get this to play in portrait mode so I can play it on my pinball cab?
It's on the to-do list, and pretty high up tbh you're not the first to ask for it. I guess Iwasn't expecting people to like it enough to want it!
Yes please, I'd love to play it on my vertical monitor haha
Fun!!!!
Thank you!
can't play on Mac its just black screen
I guess this is in Safari browser? I sadly don't have a mac to test it out myself but I'll see what I can do!
yep its safari thx for trying to help
great game
Thank you! And thanks for playing my wierd game!
Some tentative gameplay and a touch of critique ;)
Your insight into the nostalgia/skill divergence actually hit me pretty hard! I think it's kind of why I wanted to make this game in the first place - I always felt I was rubbish more often than I hoped I'd be when I got in front of a real table and wanted to make a game that gave a sense of power much earlier on and at a lower skill level than usual. Super interesting, thank you so much for playing, critiquing and posting!
very nice
I found a bug where I lost a ball (my first one) during act IV and I coudn't launch it anymore. It never touches the ball as you can see in both pictures (and the ball stays in the air).
I don't know if it has something to do with it, but the ball I lost had the fire wheel around it.
Otherwise, I'm enjoying the game !!
Edit : Looks like pausing the game and going back at it solved the issue.
Thank you for playing and good find! I've identified the cause of this now and will be updating with a fix later today. Thank you!
Awesome ! Keep up the good work !
Phenomenal Game. 10/10 graphics and the gameplay is engaging. Huge fan of roguelikes, but I'm a little confused what's going on with all the glyphs
:) Thank you so much! And thank you for playing, you're not the first to mentiion the glyphs, I'll be giving the whole system some consideration to see if I can't clarify things a bit better, or just generally be more intuitive. Thanks again!
Immediate feedback:
Navigation in all menus should be possible without removing my hands from the position you've asked me to place them in.
If you tell me that the game is played by pressing Left and Right Ctrl, I should be able to navigate all in-game menus without moving my hands away from those two buttons. At worst I'd say it would be acceptable to force the player to use the arrow keys to navigate, but there's no reason LCtrl, RCtrl, and Spacebar wouldn't be good enough to navigate through a menu.
This may seem minor, but it's an unnecessary point of friction for the player and those are generally best avoided.
Other than that, I love the concept and the theming and I am looking forward to playing more of this in the future.
Ah, this is a great shout - I've been overly relying on the mouse recently but 100% this should be the case for keyboard. I'll get to work on that soon, thanks for playing!
playing browser on a laptop, can we get remappable keys? or at least left/right arrows -- none of the control schemes described are really usable on macbook
You should be able to remap keys from the settings -> controls menu, either by pausing mid-game or from the main menu, although I just realised I’ve not tested rebinding in a while, I hope it still works :)
I would like to make a suggestion : Consider holding the upgrades until I've dropped a ball. Getting an upgrade should be fun, but right now it feels like an annoying interruption. Like an advertising pop-up that I just want to clear as quick as possible so I can keep playing the game.
And I assume this is just for the demo, but please make sure the final version has a "skip tutorial" setting that actually turns off ALL tutorial popups. Thank you.
Many pinball aficionados would also appreciate a vertical-screen mode, if that's not hard to manage.
interesting idea on the upgrades, I agree it does stop the flow of the game a bit. I like being able to buy new balls as a form of investing in survivability though, but I’ll give it some thought.
Spot on with the tutorial popups, I’ll get that setup asap. Vertical mode used to be supported months and months ago but so much has changed since I doubt that's still the case, I'll take another look. Thanks again for playing!
great game
thank you!
What a game ! Loved it thanks a lot !!
GG, thanks for playing! So glad you enjoyed it
I LOOOOVE ITTT!!! There's just one tiny problem tho. i cant beat act 1 because i keep glitching under the walls into the hole and i cant nudge for some reason.
Hmmm, that's not ideal! Can I ask if this was the browser version or the PC download?
Browser
Oh hell yes
I'm playing on a 16:10 laptop display and the menu seems fine, but when I'm in game the left and right sides of my screen are cut off so I have no way to understand what I'm doing
Thanks for reporting this, I found the issue and will get a fix out asap!
Very quick response and fix, works perfectly now! However, I can't blame my aspect ratio for how bad I am anymore haha.
The only pinball(?) game I have played was space cadet.
Promising game and really fun though the missions are difficult.
However, I am having an issue. Sometimes the game seems to fail to register, or rather, swing the flaps(?) when I press though The mission lights cycle as they normally would.
I am not sure if is it an issue on my end or with the game. Happens with both web and desktop releases.
thanks for playing! Funnily enough, this started happening to me as well last night when I was playing, I’m looking into it today and will try and get a fix in the next update, hopefully either today or tomorrow
Okay, thanks.
Looking forward for the update.
game was kinda hard bcuz i exited the shop to check on my bumpers and then it sent me out, i got launched to a bonus stage immediatley fell and lost all of that work
and then it told me to nudge and then the ball still fell when i nudged like
Ah, yeah I guess the once-per-act shop could be a pain when you want to check on the bumper HP. I'll add some text to the description that says current HP, that might help. The nudge issue is wierd though, I'll take a look at that. I've also got a massive update on the way v soon that should make things generally easier, I'm aware it's a bit tough at the moment. Thanks for the feedback!
Amazing game! I bet if the cards were more flashy and recognizable, and the music was less generic, it'd do straight up numbers. Its very addicting.
Thank you! Better cards and music are both definitely on the to-do list, I'm so glad you enjoyed it thanks for playing!
Hey Kenny, this is fantastic :D How can I reach out to you about business? ;)
AND IT WAS AWESOME!!
I added the game to my Steam wishlist.
When I posted about a virus being detected, apparently Kenny replied but then the forum got converted into normal comments so it's gone. That doesn't exactly make things less suspicious.
Yeah sorry I’m still wrapping my head around Itch as a platform, didn’t realise it was comments OR discussion boards and activating one closed the other. Apologies, noob move and not one that builds trust either I guess given the topic..
PiN is built using a standard Unity setup so I’m surprised and actually pretty worried that any virus software is flagging it tbh, definitely not right and so sorry it's happening. I’m not even entirely sure what to do about it - do you mind me asking which antivirus you are using? The game demo is also available on Steam if you’d feel more comfortable accessing the game via that platform but the code is the same on both so I guess not, sorry again I’ll see what I can do
Newer Windows systems pretend that anything Microsoft hasn't whitelisted as popular is a virus (it pops up a 'security warning' message that suggests a risk of viruses from using software the megacorporation isn't aware of, which I've seen many less-sophisticated computer users interpret as a virus detection). I don't think there's anything you can do about it without specifically engaging with Microsoft or having the software become very popular, but it's true for most home-made games (e.g. the vast majority of games on itch) not by somebody with a well-established portfolio. If the game becomes popular the problem will fix itself. It's just a way to try and shut down independent development so as to further hegemonize corporate power.
It's possible there's some other thing it triggered for that user; I'm not getting a 'rarely used' security warning after downloading, but I'm not getting any warning at all so I'm guessing that's it.
The Itch launcher has a sandbox mode you can turn on that supposedly protects against malicious or infected games. I don't know how much that actually does.
At the very least, using the launcher stops Windows from popping up spurious warnings because the devs haven't paid for a certificate.