Wirklich sehr cooles Game! Ich mag den Artstyle, die Grafik, die Musik, die schön unkomplizierte Spielmechanik und die Vielzahl an Puzzles, die es zu lösen gilt. Jedes lilane Collectible bietet nochmal zusätzlich ein freischaltbares Puzzle bzw. eine kleine Herausforderung. Also hat man auch nach ca. 1h Spielzeit motivation die Sachen einzusammeln und sich weiteren kleinen herausforderungen zu stellen. Die Story habe ich nicht wirklich verstanden, mag aber dieses unschuldig, düstere Konzept dahinter. Insgesamt hat es einfach Spaß gemacht nach und nach mehr über diese Welt herauszufinden und sie zu erkunden! Der Preis ist gerechtfertig, aber jetzt auch kein krasser Schnapper mit unendlich Spielzeit.
Why was this game removed from the Ukrian Bundle? I had seen the post of it being included on twitter and wanted to support two things for the cause and now its gone.
Hmm, I hadn't included it, so it shouldn't have been in the bundle. I think it's a great bundle, I was just lazy and forgot to do the footwork to include it .
I've just bought the game for OSX, however it does not launch, stating that: "The developer of this app needs to update it to work with this version of macOS. Contact the developer for more information."
This might have to do with apple's new certification process. The game works fine on earlier OS's, but I haven't tested on newer ones. If it is a certification issue, that means I'll have to go through a tedious, often cryptic process to get it certified. I'll look into it, though I'm pretty busy and can't make any guarantees it'll be fixed soon.
I think the issue lies in that your binary to invoke the game is linked for 32 bit environments (Mach-O executable i386). Therefore, if you used XCode, the quickest way to remedy this is to select the proper target architecture in the build system. I haven't checked your Mono, Steam integration, and Unity Engine libraries, however I would strongly suggest that they are 32 bit linked as well.
Question is: do you have a recently enough OSX target build system to actually re-import and re-compile your game project for a 64 bit target architecture? I might be able to help out if you want. I don't think certification is necessary.
From where it stands, starting with MacOS Big Sur (11.x) no 32 bit applications can be invoked anymore.
huh, I thought it was targeted for 64 bit architecture by default, but I do see what you are saying. In Unity, there's only one option when building for mac.
Hmmm, when you go to build settings, and select the platform (depending on your unity version), you should be able to select the target architecture as well. The latest in the inspector part of unity's build system (screenshort inside this report: https://github.com/rlabrecque/Steamworks.NET/issues/393). To notarize it, this might help: https://gist.github.com/dpid/270bdb6c1011fe07211edf431b2d0fe4. Good luck and let me know when you have it. I'd love to play this game at one point, since it looks great ;).
I built this using unity 2017.xx and I'm fairly certain it was built using 64 bit at the time. I do think its a notarization issue, so I'll look into it.
Sorry I took so long to respond. You may need to start a new game from the main menu or manually delete some save data. Any other information you can give me will help me diagnose the issue. Thanks!
~/games/itch.io/littlebug/Linux Content/|⇒ ./Little\ Bug.x86
Set current directory to /home/mickrodot/games/itch.io/littlebug/Linux Content
Found path: /home/mickrodot/games/itch.io/littlebug/Linux Content/Little Bug.x86
There is no data folder
I kind of wish the feet had shown up more? But it's so nice to have a game featuring such an underrepresented main character like this, and all the glowing lights looked great against the gloomier backgrounds.
This is entirely way too beautiful and nobody knows what a special little gem is hiding here (27 steam reviews, what in the world). Its a unique platformer about a girl exploring her surroundings and every bit of the gameplay and presentation masterfully incorporates into the main story beats, message and theme of being a curious girl in a big world where everything might be a wonder to explore or danger to avoid. This game can be drop dead gorgeous when it mixes realistic surroundings with her imaginative view of the world, it is touching, has an amazing ambient soundtrack with an everincreasing amount of challenge (and more unlockable challenge levels), so you are forced to learn the intricacies of the movement system (it gets.. hard later on). It is a rare feat when every section, every new locale in a game feels like a reward in itself, this game is truly special. 5/5
Thank you so much for this review! Steam's a hard place to make splash. This was our first game and our marketing was lacking. We had a publisher, but they were very hands off on launch. It's really nice to see a review like this because it reminds us that those who played experienced exactly what we intended even if the player base is small. Thanks again!
I am right near the end of the game (what I assume would be considered the final "boss" equivalent) and this section appears to be beyond buggy. Sometimes on the initial set of "bouncy" jumps I land short for no apparent reason (you literally just hold right for the first bit) and fall, except nothing in the fall is killing me and I fall forever until I go to the pause menu and return to the start screen.
Worse than that a bit further in when the little girl has to fall through a blue block and then "activate" the tall black enemies literally 50% of the time she falls through the floor to her death when dropping in when said blue block disappears (one time after literally standing on the floor for a few seconds while I maneuvered the blue orb she randomly fell through). This too on occasion does not result in her death, falling forever until I pause and return to the start screen.
This last section is already very long and rather difficult with no save points, having to repeatedly redo that rather braindead opening 25 seconds (I timed it) over and over as often due to bugs as my own failings has really soured the experience. The last five minutes I played I believe every single death was due to the game acting weird rather than me screwing up (which I have done plenty of times getting to this point). I turned it off after that and at this point I am 50-50 on ever going back to try and finish it up, I'm so close yet in this state I struggle to see the point.
I know this is made by a small team of individuals and you can clearly see the passion behind the game, and hence if this ends up read it'll likely be by someone who put a lot into this and will be bummed out to read this. I apologize for that and you have my sympathy, but for whatever reason this last bit isn't even in a passable state and it is a darn shame.
Okay, I tried this again today and had 10 straight minutes of every single attempt bugging out in various ways, so I'm simply done with this. On the off chance it is helpful I took a few screenshots of what is going wrong.
Here is me falling short of this jump one of several times despite just holding down D or right on the stick the whole time (I alternated to see if it made a difference). As you can see I am currently midway through the pinkish purple hand that in theory should kill me, I will continue to fall off the bottom of the screen as the background scrolls downwards until it no longer can scroll any further. The only way out is to go back to the start menu via pause.
Here is a slightly different version of the second bug I mentioned before. I fell down here and got stuck in the floor unable to move rather than fall all the way through and then falling forever. I figured I would wait for the pursuing hands to kill me but as you can see they just passed right on by the little girl and her blue orb. I eventually tried to kill myself by maneuvering the blue orb directly into one of those shadow people which A) did not kill me, and B) somehow caused the girl to finally fall through the floor and drop endlessly.
I reset again, fell on those opening jumps a couple more times (each time resulting in an endless fall) and gave up. FWIW the game up until this point wasn't really buggy at all, there was one time (the part with the pipes you can walk through if you want) where I sorta fell/clipped a bit into the top of a pipe and got stuck but that's about it.
EDIT: Had an idea today, redownloaded the game and checked if that would maybe fix things.
It did not, but I learned that the collision detection on the hands just ain't working at all as this was from me not moving from the start of this section. At this point I am out of ideas, either a recent-ish update to the game borked this section or my game save is causing this somehow as, again, I moved its entire game install folder to the desktop as a "just in case" backup, redownloaded from itch, extracted to a new install folder and it is still like this.
Hey there, very sorry to hear you are having issues with the ending. Its been two years since I've updated the game, so I don't remember exactly what is causing that bug but I certainly remember a few people experiencing it and thought we had patched it. You are probably right that it has to do with save data, but deleting your downloaded folder won't actually delete that information because the saved info lives in another location. On windows you can use the Registry Editor to locate it: \HKEY_CURRENT_USER\Software\bubbles\Little Bug. Deleting that folder will get rid of the save data, which means all data will be lost but the bug will probably be solved. Also this folder contains saved information and may need to be deleted: C:\Users\user\AppData\LocalLow\bubbles\Little Bug I know its not ideal to delete all saved data, but its the only solution I can think of at the moment.
As for the ending, I thought I'd share why it is how it is: Hard agree that it needs a checkpoint after the first 25 seconds. The simple reason is that Little Bug was my first game and I didn't have the skill/time to make the animation of the momster start at wherever it was when you hit that checkpoint. The simple solution was to make it start from the beginning of that animation everytime. It was one of the last decisions I made before publishing the game and if were to ever patch it I would add a pause feature and a checkpoint to that last part. Let me know how it goes and thanks for your feedback!
I thank you for taking the time to respond and offering the best solution you could come up with, even if it isn't an ideal one. By pointing out the save game location you unintentionally lead me towards something resembling an actual solution, that I will briefly write here in case anyone else ends up in a similar predicament.
Rather than delete the save game listed under C:\Users\user\AppData\LocalLow\bubbles\Little Bug I moved it to the desktop and started the game back up, at which point it created a new save game (I made sure to get as far as the first checkpoint and then make sure that the hands were killing me; they did). It turns out you can open up the save file in wordpad and have it be almost entirely legible, so I started copying bits from the old endgame save into the new one to see if anything worked.
Eventually I figured out that changing the location to the final checkpoint (I believe it is named TheDesert) and copying over the X and Y coordinates successfully caused the new save to start at the last checkpoint, but it was still buggy. That said, I messed around and by increasing the X coordinate a bit (I think I upped it by 7) you spawned a few feet in front of the checkpoint and the hands once again killed you as intended.
The issue is that I still often come up short on those initial spring jumps and while I haven't fallen all the way through the floor at places I have gotten stuck in them for a bit so it is still not functioning ideally, but in this state it is likely completable. Personally speaking... this whole hullabaloo kinda burnt me out on the game if I am being honest (plus I was admittedly awful at it and would have struggled on that final run even without a week off), so I instead messed around with the X and Y coordinates in the save file until it spawned me right before the final jump, did that and declared the game beaten (ending doesn't run if you do this BTW which isn't entirely surprising).
Still I consider that closure and I walk away more satisfied than I would have otherwise, so thanks again for that last bit of info!
That's really interesting to know! I'm glad that you took the time to mess with the save data, that always yields interesting results. Something that crossed my mind: since your issue is based on colliders seemingly not responding to eachother, I wonder if turning down the graphics quality and screen resolution would help boost your frame rate and allow for better physics calculations. If your computers specs are not great, that might help. I'm sorry you didn't make it to the end, but I appreciate your foot work. Maybe one day I'll patch it when I have more time, but right now I'm deep in the next project. In any case your feedback has been really helpful, so thanks again and glad you played!
hey there! Someone else mentioned they had trouble launching through the itch launcher. If you can locate the file on your computer and double click the .exe or .app you should be good to go. Let me know if that works!
Problem is still actual. Itch.io launcher says that game has no compatible files, at least on Windows PC. Looks like you should set something up to make files connect to platform (Win, Linux, Mac). Is there any options to choose platform on upload form?
If you happen to want to play Little Bug under 64-bit Linux, I made a shell script to download and extract the Unity support files for it. Just run this in the same directory as the exacted game files (Little Bug_Data and Little Bug.x86):
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Random Scuffed Games #102
https://twitch.tv/DitoMido
Vorgeschlagen von: drksmoo
Wirklich sehr cooles Game! Ich mag den Artstyle, die Grafik, die Musik, die schön unkomplizierte Spielmechanik und die Vielzahl an Puzzles, die es zu lösen gilt. Jedes lilane Collectible bietet nochmal zusätzlich ein freischaltbares Puzzle bzw. eine kleine Herausforderung. Also hat man auch nach ca. 1h Spielzeit motivation die Sachen einzusammeln und sich weiteren kleinen herausforderungen zu stellen. Die Story habe ich nicht wirklich verstanden, mag aber dieses unschuldig, düstere Konzept dahinter. Insgesamt hat es einfach Spaß gemacht nach und nach mehr über diese Welt herauszufinden und sie zu erkunden! Der Preis ist gerechtfertig, aber jetzt auch kein krasser Schnapper mit unendlich Spielzeit.
Rating:
Dito: 4.7/5
Chat: 4.25/5
Gesamt: 4.48/5
I really like the art style. Also great that there is also a 🐧 version. But it was really buggy though. For example, the menu didn’t work with 🎮
Why was this game removed from the Ukrian Bundle? I had seen the post of it being included on twitter and wanted to support two things for the cause and now its gone.
Hmm, I hadn't included it, so it shouldn't have been in the bundle. I think it's a great bundle, I was just lazy and forgot to do the footwork to include it .
It was in the Bundle for Racial Justice & Equality.
I've just bought the game for OSX, however it does not launch, stating that: "The developer of this app needs to update it to work with this version of macOS. Contact the developer for more information."
I run OSX 11.4 Big Sur. Can you help?
This might have to do with apple's new certification process. The game works fine on earlier OS's, but I haven't tested on newer ones. If it is a certification issue, that means I'll have to go through a tedious, often cryptic process to get it certified. I'll look into it, though I'm pretty busy and can't make any guarantees it'll be fixed soon.
Thanks for the swift reply.
I think the issue lies in that your binary to invoke the game is linked for 32 bit environments (Mach-O executable i386). Therefore, if you used XCode, the quickest way to remedy this is to select the proper target architecture in the build system. I haven't checked your Mono, Steam integration, and Unity Engine libraries, however I would strongly suggest that they are 32 bit linked as well.
Question is: do you have a recently enough OSX target build system to actually re-import and re-compile your game project for a 64 bit target architecture? I might be able to help out if you want. I don't think certification is necessary.
From where it stands, starting with MacOS Big Sur (11.x) no 32 bit applications can be invoked anymore.
huh, I thought it was targeted for 64 bit architecture by default, but I do see what you are saying. In Unity, there's only one option when building for mac.
Hmmm, when you go to build settings, and select the platform (depending on your unity version), you should be able to select the target architecture as well. The latest in the inspector part of unity's build system (screenshort inside this report: https://github.com/rlabrecque/Steamworks.NET/issues/393). To notarize it, this might help: https://gist.github.com/dpid/270bdb6c1011fe07211edf431b2d0fe4. Good luck and let me know when you have it. I'd love to play this game at one point, since it looks great ;).
I built this using unity 2017.xx and I'm fairly certain it was built using 64 bit at the time. I do think its a notarization issue, so I'll look into it.
I tried playing this game and it glitched at the first item,,, i dont know how fix it, i cant use any other buttons in it after clicking on the item.
Sorry I took so long to respond. You may need to start a new game from the main menu or manually delete some save data. Any other information you can give me will help me diagnose the issue. Thanks!
The games crashed on resolution change. Since I got a black sceeen on start. However I can hear the music and effects.
I have tried:
Is there some user conf file that I can edit to set manually resolution or something?
… ok adding some command line options allowed me to run the game in window mode to reset the resolution.
solved!
more options available on Unity website: https://docs.unity3d.com/Manual/CommandLineArguments.html
Well done! I appreciate all the time you've put into making it work :)
Cannot start the game on Linux:
However there is a data folder full of data!
Any hint?
I don't know much about Linux, but if you scroll down the comments you'll find that someone made a shell script for Linux. Perhaps that'll help?
Yes I tried the 64bits version. But that doesn’t work neither. The result is identical.
The issue is about where the data folder is. I though that could be related to the space char in the naming.
I don’t have any idea how to debug something here.
My shell locale is set to
en_US. UTF-8
. So I believe that the encoding is good enough.Are you playing this via the itch launcher?
via the itch launcher or from the command line, the result is exactly the same: it cannot find the data folder :(
maybe the shown error is not the real one. There are some shared lib missing. WDYT?
On side, I managed to run your game from wine. As linux user that’s never the best option.
Anyway it’s pretty neat. Good job.
ok I got it. It is a folder naming issue obviously. But not because of the game folders. But because of my itch folder name
I moved
to
and it worked out!
wondering why it still didn’t work when game placed in
I looked deeper. the issue was related to 2 similars folder names. On my system I get:
so littlebug executatble got confused between those two
the good news is this little command fix the issue forever:
\o/
I kind of wish the feet had shown up more? But it's so nice to have a game featuring such an underrepresented main character like this, and all the glowing lights looked great against the gloomier backgrounds.
That's the first love we've heard for the feet! Glad you enjoyed playing as Nyah <3
This is entirely way too beautiful and nobody knows what a special little gem is hiding here (27 steam reviews, what in the world). Its a unique platformer about a girl exploring her surroundings and every bit of the gameplay and presentation masterfully incorporates into the main story beats, message and theme of being a curious girl in a big world where everything might be a wonder to explore or danger to avoid. This game can be drop dead gorgeous when it mixes realistic surroundings with her imaginative view of the world, it is touching, has an amazing ambient soundtrack with an everincreasing amount of challenge (and more unlockable challenge levels), so you are forced to learn the intricacies of the movement system (it gets.. hard later on). It is a rare feat when every section, every new locale in a game feels like a reward in itself, this game is truly special. 5/5
More Racial Justice Bundle impressions:
https://itch.io/c/915453/quick-impressions-bundle-for-racial-justice
Thank you so much for this review! Steam's a hard place to make splash. This was our first game and our marketing was lacking. We had a publisher, but they were very hands off on launch. It's really nice to see a review like this because it reminds us that those who played experienced exactly what we intended even if the player base is small. Thanks again!
I am right near the end of the game (what I assume would be considered the final "boss" equivalent) and this section appears to be beyond buggy. Sometimes on the initial set of "bouncy" jumps I land short for no apparent reason (you literally just hold right for the first bit) and fall, except nothing in the fall is killing me and I fall forever until I go to the pause menu and return to the start screen.
Worse than that a bit further in when the little girl has to fall through a blue block and then "activate" the tall black enemies literally 50% of the time she falls through the floor to her death when dropping in when said blue block disappears (one time after literally standing on the floor for a few seconds while I maneuvered the blue orb she randomly fell through). This too on occasion does not result in her death, falling forever until I pause and return to the start screen.
This last section is already very long and rather difficult with no save points, having to repeatedly redo that rather braindead opening 25 seconds (I timed it) over and over as often due to bugs as my own failings has really soured the experience. The last five minutes I played I believe every single death was due to the game acting weird rather than me screwing up (which I have done plenty of times getting to this point). I turned it off after that and at this point I am 50-50 on ever going back to try and finish it up, I'm so close yet in this state I struggle to see the point.
I know this is made by a small team of individuals and you can clearly see the passion behind the game, and hence if this ends up read it'll likely be by someone who put a lot into this and will be bummed out to read this. I apologize for that and you have my sympathy, but for whatever reason this last bit isn't even in a passable state and it is a darn shame.
Okay, I tried this again today and had 10 straight minutes of every single attempt bugging out in various ways, so I'm simply done with this. On the off chance it is helpful I took a few screenshots of what is going wrong.
Here is me falling short of this jump one of several times despite just holding down D or right on the stick the whole time (I alternated to see if it made a difference). As you can see I am currently midway through the pinkish purple hand that in theory should kill me, I will continue to fall off the bottom of the screen as the background scrolls downwards until it no longer can scroll any further. The only way out is to go back to the start menu via pause.
Here is a slightly different version of the second bug I mentioned before. I fell down here and got stuck in the floor unable to move rather than fall all the way through and then falling forever. I figured I would wait for the pursuing hands to kill me but as you can see they just passed right on by the little girl and her blue orb. I eventually tried to kill myself by maneuvering the blue orb directly into one of those shadow people which A) did not kill me, and B) somehow caused the girl to finally fall through the floor and drop endlessly.
I reset again, fell on those opening jumps a couple more times (each time resulting in an endless fall) and gave up. FWIW the game up until this point wasn't really buggy at all, there was one time (the part with the pipes you can walk through if you want) where I sorta fell/clipped a bit into the top of a pipe and got stuck but that's about it.
EDIT: Had an idea today, redownloaded the game and checked if that would maybe fix things.
It did not, but I learned that the collision detection on the hands just ain't working at all as this was from me not moving from the start of this section. At this point I am out of ideas, either a recent-ish update to the game borked this section or my game save is causing this somehow as, again, I moved its entire game install folder to the desktop as a "just in case" backup, redownloaded from itch, extracted to a new install folder and it is still like this.
Hey there, very sorry to hear you are having issues with the ending. Its been two years since I've updated the game, so I don't remember exactly what is causing that bug but I certainly remember a few people experiencing it and thought we had patched it. You are probably right that it has to do with save data, but deleting your downloaded folder won't actually delete that information because the saved info lives in another location. On windows you can use the Registry Editor to locate it: \HKEY_CURRENT_USER\Software\bubbles\Little Bug. Deleting that folder will get rid of the save data, which means all data will be lost but the bug will probably be solved. Also this folder contains saved information and may need to be deleted: C:\Users\user\AppData\LocalLow\bubbles\Little Bug
I know its not ideal to delete all saved data, but its the only solution I can think of at the moment.
As for the ending, I thought I'd share why it is how it is: Hard agree that it needs a checkpoint after the first 25 seconds. The simple reason is that Little Bug was my first game and I didn't have the skill/time to make the animation of the momster start at wherever it was when you hit that checkpoint. The simple solution was to make it start from the beginning of that animation everytime. It was one of the last decisions I made before publishing the game and if were to ever patch it I would add a pause feature and a checkpoint to that last part. Let me know how it goes and thanks for your feedback!
I thank you for taking the time to respond and offering the best solution you could come up with, even if it isn't an ideal one. By pointing out the save game location you unintentionally lead me towards something resembling an actual solution, that I will briefly write here in case anyone else ends up in a similar predicament.
Rather than delete the save game listed under C:\Users\user\AppData\LocalLow\bubbles\Little Bug I moved it to the desktop and started the game back up, at which point it created a new save game (I made sure to get as far as the first checkpoint and then make sure that the hands were killing me; they did). It turns out you can open up the save file in wordpad and have it be almost entirely legible, so I started copying bits from the old endgame save into the new one to see if anything worked.
Eventually I figured out that changing the location to the final checkpoint (I believe it is named TheDesert) and copying over the X and Y coordinates successfully caused the new save to start at the last checkpoint, but it was still buggy. That said, I messed around and by increasing the X coordinate a bit (I think I upped it by 7) you spawned a few feet in front of the checkpoint and the hands once again killed you as intended.
The issue is that I still often come up short on those initial spring jumps and while I haven't fallen all the way through the floor at places I have gotten stuck in them for a bit so it is still not functioning ideally, but in this state it is likely completable. Personally speaking... this whole hullabaloo kinda burnt me out on the game if I am being honest (plus I was admittedly awful at it and would have struggled on that final run even without a week off), so I instead messed around with the X and Y coordinates in the save file until it spawned me right before the final jump, did that and declared the game beaten (ending doesn't run if you do this BTW which isn't entirely surprising).
Still I consider that closure and I walk away more satisfied than I would have otherwise, so thanks again for that last bit of info!
That's really interesting to know! I'm glad that you took the time to mess with the save data, that always yields interesting results. Something that crossed my mind: since your issue is based on colliders seemingly not responding to eachother, I wonder if turning down the graphics quality and screen resolution would help boost your frame rate and allow for better physics calculations. If your computers specs are not great, that might help. I'm sorry you didn't make it to the end, but I appreciate your foot work. Maybe one day I'll patch it when I have more time, but right now I'm deep in the next project. In any case your feedback has been really helpful, so thanks again and glad you played!
I wish the light orb getting hit wouldn't kill you, it's just a bit too annoying for me to play this way :(
I'm sorry its difficult for you. It was important to me to make sure you keep both characters safe as they are one.
Hey i dowloaded it from my email because it came with the bundle but i cant connect it to here or play it. Anyone know what to do?
hey there! Someone else mentioned they had trouble launching through the itch launcher. If you can locate the file on your computer and double click the .exe or .app you should be good to go. Let me know if that works!
The issue has been fixed :)
Bought bundle it came in and download not working correctly.
[UPDATED] Able to downlaod from main site, just not through the itch launcher.
really wanna try this beautiful game :)
Thanks for letting me know! Did you get it working ok?
Problem is still actual. Itch.io launcher says that game has no compatible files, at least on Windows PC. Looks like you should set something up to make files connect to platform (Win, Linux, Mac). Is there any options to choose platform on upload form?
Up. Not solved.
Taking a look this evening, will let you all know what the deal is one way or another. Thanks for letting me know!
The issue has been fixed :)
If you happen to want to play Little Bug under 64-bit Linux, I made a shell script to download and extract the Unity support files for it. Just run this in the same directory as the exacted game files (
Little Bug_Data
andLittle Bug.x86
):It'll create a
Little Bug.x86_64
executable.Thank you! I'm super new to Linux, this is very helpful.
Ah, I played this when it was just a demo! That's so cool to see it grow up into a full game <3
Glad you could be here for the whole journey :)