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Adrift isn't meant to be completed in 30 minutes, in all honesty. I created 30 minutes of content, and decided "screw it, I'm having fun with this, let's just add more for the people who feel like playing some more". Strange that you weren't able to see the hint again, gonna have to look into that event again and see if I can't fix that once the jam is over.

Yeah, the save system has been reported a few times as not working for some people, but in all honesty... I have no idea how to fix it. It works just fine on my end, so somewhere between then and downloading it on someone else's computer it stops working and I have no idea why. Maybe Drifty will have some ideas during the stream, who knows.

Interesting, I've not heard of the attacks not working bug. Nor was I expecting the sheep to disappear - though to be fair, that's an enemy I was planning to implement and I never got around to it. The collision on the bridge is a little tight at times, partially due to the colliders being more of a rough approximation rather than a more accurate representation of what it's supposed to be like. That'll be fixed as well in the after-jam version.

Interesting, I thought I fixed that skill menu bug. Everyone else who's tested it said the bug went away. Going to need to see if that addon can be fixed...

Yeah, the lantern problem is honestly just a product of the plugin I was forced to use (I'm not terribly fond of how Terrax's plugin looks, and Khas' wasn't an option for the jam since it uses external images). That will also be fixed in the after-jam version.

Yeah, the HUD is because I was testing out a new feature and it proved to be kind of buggy. Definitely going to go back to just doing it the way I used to in the after-jam version.

That's not something QInput allows by default, unfortunately. I'm hoping that the programmer who recently joined my team for my main project might be able to help with that.

I did debate on creating a Hint/Journal option, but I never got around to it because I spent so much time trying to get the demon boss to not be so easy to kill (in earlier versions he died in one hit, maybe two).

Fair warning, in this incarnation of Adrift there isn't an ending. It just kind of ends with the player either being in a cutscene forever or with the player being in an unwinnable boss battle. I never got around to finishing that cutscene, because for a while that bit of the game was pushed aside while I made the demon boss less boring.

I'm glad that you liked it overall, though.

PS: Yeah the Ys series is great. Since playing Ys 8 (my favorite so far, might change once I get the chance to play Ys 9, haha) I've gotten some cool ideas for my main project (Adrift is kinda supposed to be a prototype for my main project, so I can see what things people enjoy and what things people don't enjoy).