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Hello, Dom! Thank you for your feedback!
It’s really helpful.

• About the tutorial
Yes, as you said, I should implement a more step-by-step tutorial.
The Ghost in the church would be suitable for that role, but he’s a bit too strong right now, so I’ll think about weakening him and reusing him for the tutorial.
For example, during the very first battle, having a large, visible text like “Attack (Right Click)” on the screen might be clearer than explaining everything with a lot of text.
I’m planning to keep the current tutorial and add visual on-screen instructions.

• About the revenge bug
Understood. I’ll fix this issue as soon as possible.
Just to confirm—does the bug happen when you lose a battle → choose “Revenge” → and then select an empty save slot, which sends you back to the title screen?
I tested it earlier, but I wasn’t able to reproduce the issue.

One possible cause might be that a button behind the save screen is responding unintentionally.
While the save screen is open, those buttons turn blue and should be disabled, but maybe the input slipped through somehow.
I’ll also adjust the script so that title-screen processing cannot be triggered while the save screen is active.

As you said, it would make more sense to make Revenge work the same as Continue.
If the player wants to load a different save file, having them return to the title screen first is logical.

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No, it doesn't send me to the title screen, but it doesn't select my save anymore so i am forced to go to the title screen to reload the save. But like i said it's probably better to do an automatic load since it's the most logical choice. About the tutorial battle i can't help you, but i can suggest to do it based on the short story section that you want to add at the start of the game, in this way, in my opinion, the game flows better.

(+1)

Understood. I’ll change the revenge process so it loads the latest save data instead.

That should avoid the issue where the post-revenge save data can’t be selected.

I just ran a test, and it seems the mouse cursor is always enabled on the Game Over screen.
When the mouse cursor happens to be resting over a particular save slot and the player uses the controller, the button under the cursor keeps getting selected.
That’s most likely the cause.

First, I’ll rewrite the revenge process so it matches the Continue behavior, and then I’ll update the Game Over screen so that the mouse cursor disappears whenever controller input is detected.

Thank you for the appropriate feedback, Dom.
Thanks to you, I can keep improving the game.

I also want to create a strong presentation for the early-game guidance and tutorial and implement it well.
Thanks again.

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