thanks for letting em port this game to portmaster. I adore the pixel art but somehow the controls of the windows version didn't work with my gamepad. the port works flawlessly.
I use a GBA-SP lookalike (the screen is a little small) but the game should run like butter on something like a RG552 (roughly a switch lite)
aw <3 ah that's my bad it's hardcoded to the arrow keys and that few other buttons in gm. I'm not sure if I have the know how to make gamepad work but maybe I can dig up the old project file if I do >x< I'm thinking of getting an rg40xx of which hopefully portmaster works on it and if it does will probably play around with it ~
No worries, Keyboard is fine, but I just have a better time with gamepad. Silly me tried to use Steam as gamepad-to-keyboard solution butAntiMicroX works better.
MuOS should support the RG40xx and Portmaster. I kinda use the RG35XXSP like a small Steamdeck.
I do like this game, mechanics and art. Reminded me that I also had a little bird platformer in the works and it should at least get a playable stage ^^; .
Hi! Me again..MadShmupper here, I am the dev over at the PortMaster discord server who ported your cool little title Iron Ferret to PortMaster. Feel free to come and visit us on discord. I wish to ask your permission to distribute your game file/s from 'Mire' within a ready to run port of said cool game on PortMaster.
May I please distribute it inside a "ready to run" format?
PortMaster receive no money for this and will give you, the game creator, proper and complete due credit. PortMaster will be responsible for the upkeep of the port and will require no other assistance from you unless you'd like to be involved, which is fully welcomed by the way🙂. On behalf of myself, the others at PortMaster, and our quickly growing and beautiful community, I want to thank you for any and all consideration you may give my request. Again, thank you thank you.
Ah ! Hi again ! Yea you have my permission to port mire to portmaster ~ I do like the idea of having my game on a console but I'm not to familiar with how to use portmaster to play around with it, ahaha. But I do appreciate your effort in making it work regardless, thank you too.
we can 100% help familiarize you with the methods we use, and being able to interact directly with devs is a huge plus. please stop by, having you join the community would be a massive boon to us
I ran into problems with inconsistent jump height. Besides regular jumps and slides sometimes just not getting me high enough, the spring pads would only rarely give me a full boost, often stopping just short of getting me onto a platform without having to re-enter the room to see if I'd get a good jump then. Also my run just ended by getting stuck in 2 deep water, unable to jump to the 1 deep water on either side for no clear reason.
I'm going to have to ask to double check a few setting on the environment you're running the game in, like if it's running in normal native speeds and nothing bottle necking the performance. It's not a demanding game, but under normal circumstances all jumps should be consistent.
This looks to be such a great game, and it runs perferctly on my pc, it's sad that i can't finish because my character dosen't jump that high, so i can't pass the first level.
I struggled with this problem for a half hour, gave up, then didn't touch the game for nearly a year. I came back to it today and turns out I'd just missed a little blurb at the start: "Press X to slide."
Run towards the wall you're stuck at and hold X. It'll get you up there.
Up arrow does not jump. So i can do nothing. Is there another arrow or button ? I have tried them all. C Button Swipes and R Button resets. This is on my new iMac.
Few issues. How does one get past the starting area when the character doesnt jump high enough. And looking at the controls, x does nothing. I really like how this game looks, i just need some help here as i feel a bit stupid.
Assuming that you've met the character in the first room and you're trying to get over the 4-block high wall that's next to them, try pressing X while holding left. The slide can only be performed when moving.
I really enjoy sliding up walls, and the little jump/dive animation is very cute, but while the exploration is very well done, I found the amount repetition that would be necessary to complete this without cheats to be tedious.
Now, it's totally possible to use the cheat room to restore lost progress and return to checkpoints, but only if the player exits and reopens the game. The option to have permanent unlocks as an easy mode would be very welcome, haha.
Exploration is easily my favorite aspect of this game, but it's hidden away atop a high skill floor, and without the ability to quickly retry difficult sections, every failure felt far too punishing.
That's not to say I didn't have fun here though. Once I started cheating, and I was able to experience the exploration and platforming puzzles with the full moveset, the game became much more enjoyable.
Also, the bosses look great, the color palette is visually pleasing, and again, sliding up walls is really fun (along with the rest of the movement mechanics when fully upgraded). Oh, the fade-out on the location names is really good too. I can't quite figure out why I like that so much, haha.
I still haven't found the bagel yet (unless it's only in the cheat room), and there might be more than one hidden resting place, but I can say that yes, you forgot to lock the door.
(For players looking to cheat: Press the key on your keyboard that most closely resembles a bagel to enter the cheat room when you're on the main menu.)
Unfortunately, it only works on the title screen, and often only works after restarting the application. (Pressing "R" should restart it without needing to do it through your OS though)
I used the highly advanced tactic of pressing each key, one after the other, since that had just worked for me when looking for hidden stuff in “Samurai Gunn 2.”
I probably wouldn’t have found it if “o” wasn’t after “r,” haha.
there is no checkpoints, everytime i died at the boss, i have to completely restart, but other then that, it is amazing, its just that no checkpoints makes it futile to play the game, i would put a checkpoint at every room switch and boss battle
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Hello!😃 Mire now has over 1,000 downloads in PortMaster🎩❤..thank you so much, Bagelcollie!
thanks for letting em port this game to portmaster. I adore the pixel art but somehow the controls of the windows version didn't work with my gamepad. the port works flawlessly.
I use a GBA-SP lookalike (the screen is a little small) but the game should run like butter on something like a RG552 (roughly a switch lite)
aw <3
ah that's my bad it's hardcoded to the arrow keys and that few other buttons in gm. I'm not sure if I have the know how to make gamepad work but maybe I can dig up the old project file if I do >x<
I'm thinking of getting an rg40xx of which hopefully portmaster works on it and if it does will probably play around with it ~
No worries, Keyboard is fine, but I just have a better time with gamepad. Silly me tried to use Steam as gamepad-to-keyboard solution but AntiMicroX works better.
MuOS should support the RG40xx and Portmaster. I kinda use the RG35XXSP like a small Steamdeck.
I do like this game, mechanics and art. Reminded me that I also had a little bird platformer in the works and it should at least get a playable stage ^^; .
I agree. This is such a cute, calm, whatev's vibed game🎮love it!
..should ya finish your bird platformer, be neat to see it😎
Hi. Yep PortMaster works on said device😃 I own the 40xxh. Nice device and pretty screen. But there are soooo many to choose from🎮🎮🎮🎮🎮😀
Hi! Me again..MadShmupper here, I am the dev over at the PortMaster discord server who ported your cool little title Iron Ferret to PortMaster. Feel free to come and visit us on discord. I wish to ask your permission to distribute your game file/s from 'Mire' within a ready to run port of said cool game on PortMaster.
May I please distribute it inside a "ready to run" format?
PortMaster receive no money for this and will give you, the game creator, proper and complete due credit. PortMaster will be responsible for the upkeep of the port and will require no other assistance from you unless you'd like to be involved, which is fully welcomed by the way🙂. On behalf of myself, the others at PortMaster, and our quickly growing and beautiful community, I want to thank you for any and all consideration you may give my request. Again, thank you thank you.
Kindest regards, MadShmupper
Ah ! Hi again ! Yea you have my permission to port mire to portmaster ~
I do like the idea of having my game on a console but I'm not to familiar with how to use portmaster to play around with it, ahaha. But I do appreciate your effort in making it work regardless, thank you too.
Fantastic!🎩
I want to graciously thank you! On behalf of the PortMaster team, myself, and the awesome community, thank you tons n bunches!
we can 100% help familiarize you with the methods we use, and being able to interact directly with devs is a huge plus. please stop by, having you join the community would be a massive boon to us
Awesome game.
I finally finished playing this (after many failed attempts). It's a legitimately great game, both in tone and in gameplay.
I ran into problems with inconsistent jump height. Besides regular jumps and slides sometimes just not getting me high enough, the spring pads would only rarely give me a full boost, often stopping just short of getting me onto a platform without having to re-enter the room to see if I'd get a good jump then. Also my run just ended by getting stuck in 2 deep water, unable to jump to the 1 deep water on either side for no clear reason.
I'm going to have to ask to double check a few setting on the environment you're running the game in, like if it's running in normal native speeds and nothing bottle necking the performance. It's not a demanding game, but under normal circumstances all jumps should be consistent.
this is fantastic
This looks to be such a great game, and it runs perferctly on my pc, it's sad that i can't finish because my character dosen't jump that high, so i can't pass the first level.
I struggled with this problem for a half hour, gave up, then didn't touch the game for nearly a year. I came back to it today and turns out I'd just missed a little blurb at the start: "Press X to slide."
Run towards the wall you're stuck at and hold X. It'll get you up there.
Oh, really? Thanks, mate. I'm gonna try it out now.
Ok, so... I can't slide.
Very fun platformer. Its quite difficult but I enjoyed the exploration and the graphics style was awesome. Keep up the good work!
i recommend adding w a s d , its litteraly the most used way of movement in pc games rn as far as i know
Up arrow does not jump. So i can do nothing. Is there another arrow or button ? I have tried them all. C Button Swipes and R Button resets. This is on my new iMac.
I'll look into it, but it works on my windows and mac machines and I'm not sure if there's anything I can do
Few issues. How does one get past the starting area when the character doesnt jump high enough. And looking at the controls, x does nothing. I really like how this game looks, i just need some help here as i feel a bit stupid.
Assuming that you've met the character in the first room and you're trying to get over the 4-block high wall that's next to them, try pressing X while holding left. The slide can only be performed when moving.
I have been doing that ^^
The slide works in the cheat section, but not the starting area
Even after getting the first item? Weird.
I really enjoy sliding up walls, and the little jump/dive animation is very cute, but while the exploration is very well done, I found the amount repetition that would be necessary to complete this without cheats to be tedious.
Now, it's totally possible to use the cheat room to restore lost progress and return to checkpoints, but only if the player exits and reopens the game. The option to have permanent unlocks as an easy mode would be very welcome, haha.
Exploration is easily my favorite aspect of this game, but it's hidden away atop a high skill floor, and without the ability to quickly retry difficult sections, every failure felt far too punishing.
That's not to say I didn't have fun here though. Once I started cheating, and I was able to experience the exploration and platforming puzzles with the full moveset, the game became much more enjoyable.
Also, the bosses look great, the color palette is visually pleasing, and again, sliding up walls is really fun (along with the rest of the movement mechanics when fully upgraded). Oh, the fade-out on the location names is really good too. I can't quite figure out why I like that so much, haha.
I still haven't found the bagel yet (unless it's only in the cheat room), and there might be more than one hidden resting place, but I can say that yes, you forgot to lock the door.
(For players looking to cheat: Press the key on your keyboard that most closely resembles a bagel to enter the cheat room when you're on the main menu.)
By Bagel do you mean it's round shaped?
Yep, the "o" key.
Unfortunately, it only works on the title screen, and often only works after restarting the application. (Pressing "R" should restart it without needing to do it through your OS though)
"o" = Cheat room
"r" = Restart
"i" = Display important variables
Haaaaaang on, who told you about that room *eyes suspiciously*
I used the highly advanced tactic of pressing each key, one after the other, since that had just worked for me when looking for hidden stuff in “Samurai Gunn 2.”
I probably wouldn’t have found it if “o” wasn’t after “r,” haha.
there is no checkpoints, everytime i died at the boss, i have to completely restart, but other then that, it is amazing, its just that no checkpoints makes it futile to play the game, i would put a checkpoint at every room switch and boss battle