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(4 edits)

Some bugs: 

1) I had a case where my tiles were getting duplicated when I was stepping on 2-3 penance gems one after another. My guess is that because I was at the end of the deck, the second penance started to shuffle before the first penance had finished "delivering" its shuffled tile.
This happened multiple times before I made the recording

2) I have cases where a gem from a pylon can get permanently added to a tile. I can't tell for sure when it happens. The one from today I had a tile with blue gem, a purple pylon added a purple gem to it and I was stuck with that for the next levels.


3) I tried the daily in a new browser - the pylon colors are not the same between runs


4) Placing a tile affected by green pylon generated a blank, without it, there would be an empty spot that would be struck by lightning. Instead of recognising the blank, the lightning still struck and reduced the hp (better watch the video)

(+1)

1. Kinda weird that it took this long to find since I think this has been there since the beginning. Now it's finally working correctly.

2. I think this happens when a permanent gem is added on top of a temporary one which then kinda "glues" the temporary one there too.

3. Seemed to be the case yes. Fixed now.

4. This was actually just happening on a case like in the video where your way was also blocked by a heretic. That triggered the "end check" to be ran earlier and didn't take pylon additions into account.

Thank you for your fixes. A few things that aren't really bugs:

1. In this boss battle, the level is wider than the game screen and the chest is not visible (it was on the left end below the boss position) ... Have you thought about zoom out / scaling down when the level gets above a certain size?

2. I believe that "amethyst resurgence" should be classified as a curse instead of a boon.

Oh yeah, forgot to fix that camera thing. It was already pointed out earlier by someone. I have these level size restrictions but I think pylons now break those rules a bit and make levels bigger than they should be. Zooming and panning the camera would be a good thing which would allow for bigger levels (allowing more disproportional ones too) but since I haven't built the game with that in mind since the beginning, it's a bit of a bigger overhaul of an addition. But indeed something I'd be interesting in adding though.