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Hey, thanks so much for the feedback, it's really, really valuable at this stage. I don't think I can properly convey how much I appreciate it other than to say thankyou, because this is an excellent writeup of feedback for us!

I think nearly all of these issue are currently in the works already (I thought the tickets were working in minigames so I'll have to verify that one), and we plan to update the game some time in the next week or so to resolve quite a few of these especially crashes and soft locks like the ones you've also encountered... Given there are ~200 or so unique items stuff like the Joltstone crash log you posted is just really indicative of how time intensive it is to test all the edge cases. So unfortunately I think even after we get the main offenders in the game loop that are soft locking and crashing, there likely will be more. Seeing the crash logs like the one you screenshotted is very useful in this regards. 

The gameplay suggestions are actually nearly all things that Rourke and I have been discussing too, so it's great to see some validation of our thoughts on those. Some of these like the choice of abilities being 4 once maybe isn't conveyed properly to the player because that's actually something that can happen based on your luck/chance skill. Map variability is something that we've been intending on solving for a while but have a static map for testing for now. Later I would like to finish some procedural map randomisation I was planning, but we may also just have a dozen or so predefined maps to randomly select from. 

I'm sure there are more bugs and issues to find, and unfortunately getting QA testers is not really something we can afford to do, so very much rely on feedback from posts such as you've done here

(+1)

I am glad to hear that the game play suggestions were already being looked at. Nice!

I understand not being able to afford full QA. Having something that sends the error logs to you automatically may be a good idea so you can see what happens the most. 

The sheer number of edge cases is also why I suggest handling them more gracefully. If you can get the errors wothout relying on showing them to the player, then handing them better can make them less disruptive. 

All in all, great game. I want to see where it goes.