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(+1)

Thanks for playing!

Oh sorry about that, yeah the sword dropping is a known issue others have encountered but I forgot to update the game page. It's listed there now. What happens is when you have multiple items of the same type, and your drop one, the inventory code just returns the first item of that type. Which results in an instance of the item being deleted, but not removed from the items array. And if you try to pick up another item afterwards, the inventory will error out on that null array index when it iterates through every item in inventory to check for available space. Thus, blocking you from picking up anything else.

Yeah I thought of adding movement queueing, but put it out of scope early on because I knew I had a bunch of other systems to add/update. Maybe next year! I did intentionally speed up the movement after feedback from last year, so I'm glad you liked it. This game isn't intended to be atmospheric or spooky, so slower movement would've just been torturing the player.

Yeah another player mentioned having to circle around a couple of times to find the first game. In hindsight I probably should've started with one of the bigger box models for the first puzzle, but I thought it would be fun to have my previous DC Jam entry be the first key item.

Yeah there's a number of fixes and improvements I have noted to add to the inventory post-jam, some I've already added in the git repo like the item dropping bug. The items not showing up is likely due to the known bug of items not being snapped to their grid position, currently that SHOULD be fixed by a workaround of opening and closing the inventory. As for visual improvements, I like the Windows 95 style so I don't plan to change that in future updates. By "legend" do you mean the tooltip?

(+1)

Yeah tooltip!

Ah, then yeah I am aware there's a few issues with the tooltip. I didn't list them because they aren't game breaking or really confusing issues, but they will be fixed in the post-jam update.