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Hello!

Honestly I've been playing around with a horror focused version, there are a lot of things that I left out or only hinted at in lore that could show the difficulties that a dispatcher would face when protecting their salvors.

Agreed on the inconsistency of the art, in my rushing I ignored some crucial steps in my art process. I'm glad it wasn't too bad though. For me it's one of those things that I find another flaw in every time I look at it. 😅

Oh yea! About the other side, when I made the map I didn't entirely know what I was going to do there, just a few base rules of how that depth should be handled. However, when I finished the writing, I realized that part was too big to fit in the game. I ended up writing 4 conversations with Tish where she explains what she knows about everything past depth 130K. These convos are in the translation files under T7Theory1 if you want to check it out. They'll also be added to the game in the next (small) update that I'm working on. I originally wasn't super excited to add them in since they're exposition dumps. But I think in a way they end up creating more questions, and they're all post game so they don't demand too much attention.

Oh that's good to know, that diving practice thing before the deal is definitely a bug.

The unmoving NPC bug is absolutely killer for me. I've never been able to replicate this bug so I've thrown out a few small fixes every patch just to see if it lands. Lemme know if you can get it consistently, I'd love to check out your save file just as a last resort.

Glad you liked the salvor! I admit I fussed over her and Tish's personality a lot. Often I would remove conversations from the game when I felt that it just didn't sound like something she would say. I'm usually not a story-heavy game developer so I'm glad my writing didn't drag the game down too much. 😊

Definitely noted on the gallery stuff too, moving forward, I'll be properly setting up these galleries to handle BE and AE (if it has it) rather than throwing them into a list.


Sincerely, thank you for your detailed feedback, it means a lot to me when people put this much effort into wanting the games to be better. (And hearing you guys talk about the lore always makes me excited to get back into the world-building of this world.) I'll be taking all of this to heart for my future projects. 

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Yeah of course! I know game dev is hard, so I'd love to give you as much help as I can! I'm a bit more invested in game development on the creative end of things since I'm not much of a programmer, but I try to help out where I can!

In regards to the unmoving NPCs, I remembered that the bug only started when you first encounter the pirates at all, and I DID find that you can cause the bug on one specific pirate in the grappled wreck with a test I did just now. The pirate directly down from the pod that you need to approach for him to even move, if you immediately jump from the ledge to the left of him (or go around entirely which is probably safer) after getting his attention and then slip through the crack at the bottom and wait, the pirate will eventually go right back to where he initially was and he will never move or interact with the salvor again even after you approach again, probably because he cannot physically reach you in that spot as it's blocked off by a ledge and a slip-through part. Although, this seems to fix when you go out of the wreck and back in again. You could probably do that for any pirates that begin totally stationary, so maybe that's a hint as to the issue? Not 100% sure, but it seemed significant.