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(1 edit) (+1)

Thank you a lot for your detailed comment! I’m still actively polishing and patching the game, and feedback like yours is very helpful. Here are my answers to your notes:

➤ AMD GPU

I don’t own an AMD gpu myself so I can not verify it really work but the library I use to run the local LMM should also be able to use AMD gpu but you need to be sure to have Vulkan installed (it seems to be included by default in the latest AMD driver). If you have Vulkan installed but the game still seems to not use the GPU, it can also means that the number of LLM layers set to run on GPU is too big for your GPU size and it fallback in CPU mode. In this case you can try to reduce the number of GPU layers in the game settings.

➤ VFX & Vignette Toggle

The toggle for the vfx is planned. Making the vignette optional is a little more complex as other UI elements will need to have different position depending on if the option is on or off but I will consider it.

➤ Option for Modern English Narration

It should be possible and not too hard to do. I planned to refactor a little the LLM prompting so I will try to also add this option when doing so.

➤ Preloading the Next Prompt

This is an optimization trick that I thought before. I did not implemented it yet as it will take some time to code it properly but your comment encourages me to make this feature a higher priority.

➤ Hovering Over Inaccessible Locations

For this one, what I plan to do is to have a map symbols legend in the appendix of a pdf manual that I am currently writing. I want the manual to have a bigger role in the game final version (required for some quests, …) and I am thinking that keeping some distant location symbols secret could nudge the players to consult the manual.

➤ Skill Rolls Feeling Unintuitive

Just to be sure, what you find inintuitive is when the skill check pop-up appears with info like “relevancy check : 35/50”, it is not obcious what the number 35 and 50 means? In this case, 35 is the result of a RNG dice roll and 50 the threshold you need to reach to succed the check. Do you think a message like “relevancy dice roll = 35 (50 needed to pass)” will make it more intuitive ?

➤ Confirm Button UI Bug

Thanks for catching that, I tested it and you’re right, part of the confirm button can’t be clicked. That will be fixed in the next update.

➤ Reentering Locations

Actually there are some locations like the tavern or the market where you can reenter multiple times (you can know it if your avatar symbol blinks) but by default you can not reenter twice indeed. The main reason to prevent reenter a location was to be able to assume that the player just arrived (or return after some time passed) at a location when creating the narration events that can happens in this locations. Some narration events or choices could be weird if they happens while the player was already here and filtering the events based on if the player was already here or not was a little too complex to manage as there are many events.

➤ Misclicking Destinations

Understood ! I will try to add a some kind of guard to prevent it.

Thanks again for taking the time to share so much detail.Comments like yours are very motivating and help me prioritize fixes and features more clearly. Let me know if any of the above suggestions help or if you run into anything else!