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BUG REPORTS (May Contain Spoilers) Sticky

A topic by Lazy Dev Games created 96 days ago Views: 216 Replies: 16
Viewing posts 1 to 12
Developer

Please post any bugs you find here.

(1 edit)

#1 Found an invisible person in the NW NE corner of starting village. You can talk to him, he has something to say about the fires in the east; also you can bump into him; but the poor guy has no body.

#2 This chest - guarded by a warlock - (already taken on photo) "said" it contained a blood vial, but it actually gave me a scale.

#3 The text in inventory which says 'You can't use that right now' only shows for a very short amount of time.

#4 why do I have Frost in my magic selection? Why can't I, though, select it? No one 'gave' this to me prior.

Developer (1 edit)

Awesome, thanks for the details. I think I should be able to address most of these easily.

1) Likely just didn't set an actor's sprite sheet.
2) That's a bummer; that's honestly a downgrade of a reward for finding that secret! I must have forgotten to swap the actual reward after copy+pasting the chest/script.
3) Should be easy to adjust the timing.
4) The magic spells will only fill the next most available slot and you can learn them out of order, but that made the logic tree pretty long, so I most likely just forgot to have the scenario where you have learned flame first but no others forget to erase the frost text too. Seems like the buttons work correctly since you can't select it, just a visual glitch (and spoiler that Frost is a spell :P )

(2 edits)

I was surprised that the guard at the tomb doesn't have new dialog, in reference to me now being inside his guarded perimeter, esp. since he says that no one is allowed inside.

Felt like something should be happening. Instead his dialog I'd read before, it's about shift change.

(I took the EZ Flash out of its usual habitat, stuck it in the Macro, contrast is totally different. Still looks good though.)

Developer (1 edit)

oooh; good point. I didn't think about  anyone surviving the trip out from coming in the back.

Oh, 

I found a rather broken area where the player sprite doesn't show. It's a little to the left of the potion seller that sells Strength, Greed, Defense potions etc. It also doesn't seem the player movement lines up with the shown map because from there I can scroll left to another map piece (3rd picture), both not seemingly having left-right connections (2nd and 3rd picture).

Alas, very frustrating; barely found my way out again; smashed a lot of wolves, lucky, always initiative, always one-hit-kills.

Developer

Weird! I'll try and replicate. I don't recall running into issues heading west from that zone but the usual culprit is the "exit arrow" coordinates and script get jumbled with the player details. If I'm right this should be easy to fix.

Will probably get an update out addressing everything you've shared in a day or two.


Really appreciate the QA; I've played through the game so it *is* possible to beat, but the extra eyes are very helpful for paths / approaches I didn't take or explore enough. Thought I found most of the bugs but hard to squeeze more playthrough into 3 weeks of dev time haha! 

The "invisible person" (with the same dialog as the first one, the north-eastern one, exists also here, just down from the castle.

I went and told the hunter's wife what had happened. Great little scene that plays out; the thing with the music, touching.

Developer

Poor Leah...

Developer

Should have hit all of these in 1.3

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Some benign, screen transition-->position of player glitches.

(I'm sure these happen in other places, too, and it's not something that matters so much because you don't get stuck, but...) :

From burned village, shrine--> burned village, entrance: Can warp into a wall

From troll cave, 3rd screen--> troll cave, 2nd screen: Can warp into a mushroom

From troll cave, outside--> North: Can warp into a bush.

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Here's another broken screen exit, this one causing a soft lock, as far as I can tell.

It's in a ruined building NE of the East village, and beyond a broken bridge.

(Went in, then left, then down a floor and through a back corridor, and - ...)
Is this the middle room? I can only assume - from there the transition to go back (back around) does not work, leaving me locked in in that those 2 rooms.

Guess there's a reason why there's so many bones in that room.

Developer

Damn! Sorry to get you softlocked again, thanks for all the detail on this and the previous screen transition ones. I'll get another update out this weekend.

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Worry not, for I have a save state. 'Be back in the action lickety split.

And it's not even just for glitch hunting. The (only mostly ok) Goomba emulator off of (the base model) EZ Flash is rickety in its own right. 

Anyways, fires that player can walk through but perhaps shouldn't be able to (and there might be more I didn't find):


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The softlock place (most recent one) in - what I'm going to call - the rat house is broken from the other side as well. That means going to the right door from the entrance, thus entering the problematic complex from the front: Different door(way), upstairs this time; still soft-locked.

(And I still don't know what lies center from the house's main entrance.) I know now, that's mad cool; little dark perhaps, but guess we all' not children. 

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Here's three more benign screen transition --> player position glitches. All have you warp into a corner/wall. 2 are marked together in 1st picture.

The description for the once improved tower shield appears to be wrong.