When casually visiting pages on this site, I keep getting 429 Too Many Requests errors. They go away when I refresh the page. All I can figure is that it might be triggered due to clicking the link through a search engine result, but I don't know if that would matter.

nmotsch789
Recent community posts
Whoops, I hadn't thought to account for that. I just checked in an incognito tab in Chrome. You're right, the issue isn't the browser type, it's whether I'm logged in or not. So the actual bug appears to be that the original publish date doesn't get displayed unless you're logged in. (At least, I assume that's a bug, because it wouldn't make much sense for that to be an intentional feature.)
The issue occurs in the most recent version of Firefox, 159.0.1 (as well as some previous versions, although I don't know how far back it goes). I'm on Windows 10. The issue also occurs in the Android app version of Firefox (also version 159.0.1), on Android 17 (Pixel 9 pro, latest security update).
Even in Troubleshoot Mode, the publish date line still isn't listed.
EDIT: See replies below. The actual issue is that the Published date isn't shown unless you're logged in.
In Google Chrome, under the "More information" dropdown, a game's page will show the date the game was most recently updated, and also the date that it was originally published. In Firefox, it only shows the most recent upload date.



Here are the info panels from https://epicpikaguy.itch.io/n-step-steve-part-1 and https://danielben.itch.io/dragonsweeper , just to give two examples. The first two screenshots were taken in Firefox. The second two were taken in Chrome. This occurs even in the most recent version of Firefox.
The spikes were very frustrating until I realized I could still undo after reloading. The "you died" screen in general is a bit unnecessary, too. Most puzzlescript games I've seen just have a death sprite show up or something, so that you can undo right away.
That minor complaint aside, it is a cool game, and I did enjoy it.
It might not be necessary, but it could save a bit of headache if we realize that we've messed a puzzle up badly and it'd take more time to get it correct from where it is than it would to reset. Barring that, even just an undo key would be super useful. That said, it's not a big deal.
Is "that's not big enough" meant to be another puzzle hint for the guy stuck on the island? Does that room contain a second puzzle?
"Can't drag left or right" is a misleading way to describe it at the start. You *can* drag it left or right if you're to the side of it. And you can't drag it up or down if you're to the side of it.
The inability to activate a switch while a box is on a statue tile is only explained on a level where that can't happen anyway, making it easy to miss or forget.
An "undo" key would be nice, instead of a death instantly restarting the whole thing. It can be a bit frustrating to have to redo the whole thing because of a single misinput.
Decent little puzzle game otherwise! I get that this was made for a game jam, so take these as notes for the future.
The star is above the spikes, at least in the current version. Which also makes it *seem* impossible to get if you enter the room with 2 Steves (although I could be wrong). Was it changed at some point? I don't know if any older versions of the game are still available online anywhere to check, or if there's any footage of the room from an older version that might show it as being on the spike?
There's another, even easier way (rot13): yrnir 1 png orsber gur svefg chfure neebj, fb vg fgnlf ba gur oyhr 7-qbg syntf. Bayl fraq gjb guebhtu. Gung jnl lbh *pna* yrg n png ba gur rzcgl synt naq fgvyy fheivir. Guvf jnl, lbh bayl arrq gb ghea 1 png gb fgbar, naq lbh qba'g arrq gb chfu gur cvax synt ng nyy.
It's always cool when there are multiple solutions, though!
Was 11,16 changed at any point? I thought I remembered it being possible to get the star entering with just 2 steves, and only needing 3 to get the exit, but that doesn't seem to be the case now (unless I just can't figure out the alternate solution without getting a third Steve to start with, which I do know how to do, but I want to see if the other way is possible, too). I also see another comment from a few years ago mentioning the star itself is on the spikes, which doesn't seem to be the case in the current version. (If it is impossible when entering with just 2 now, then it makes the teleporter that lets you start with 2 a bit of a pointless checkpoint.) Also makes it feel a bit less special since there's effectivelly one fewer puzzle to solve, and it makes it less consistent with how other rooms work.
Also, I found a super minor bug, probably not worth taking the time to fix: Room 10,5 doesn't track what music should be playing, it just plays the music from the previous room. 99% of the time that's fine since the previous room is gonna be 10,6. But if you warp out and then undo, the music of whatever room you warped from will be playing until you go back to 10,6.
Why does stepping on the green flower instantly end it with no more ability to even move around and see if we missed anything past it, forcing a full restart? (If another method of returning is possible, it's not apparent.) Or to go back and do any of the available puzzles we may have missed?
Edit: Upon replay I see that the way onward is blocked off anyway, but why have that be hidden and require a replay to know? Some of the puzzles appear optional, so the number in the top right could have just been a minimum to unlock something
It's way too easy to accidentally click away tutorial text popups, which means I can't read them and I never get to learn what they said. That's incredibly frustrating. The popups should require you to press an X in the corner, not just anywhere on the whole screen. And new tutorial popups shouldn't get rid of old ones; new ones should get queued and shouldn't pop up until we close the current one. Otherwise, again, we never get a chance to actually read what they say if a new one is triggered while an old one is on screen.
Is it meant to be possible to get stuck in spots where undoing is the only way out? I'm coming across a few spots where I'm not sure if I'm softlocked, or if there's a way back out that I'm not seeing. ("Softlocked" isn't really a correct term, since undo does exist, but I can't think of a better term right now.)
Edit: Never mind, I just discovered another mechanic that answered my question here! Turns out there was a way out, I just hadn't realized it. There may be spots where you have to undo a couple of spaces, but the ones that were multiple rooms worth don't seem to actually have me stuck.
No problem. Got another for you: The card "Vitiman" should be "Vitamin". And a small inconsistency, but Wrist Cuff has a comma after "Once Per Battle" instead of a colon. And Pen Stab capitalizes "Do" in the middle of a sentence. It also seems inconsistent when sentences do or don't get periods at the end. Bite says "do" (the start of the sentence isn't capitalized). Claw Swipe's period should be outside of the parentheses.
(Sorry lol)
I also encountered a glitch where looking at the Cave Woman's deck on the first turn showed that she had a bunch of the "O'Clock" cards, but then on later turns it didn't.
Sorry for doing this as a reply chain instead of editing the original comment; Itch was telling me I had to do the verification thing but wasn't bringing the verification thing up for me to actually do it.


