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(+1)

-I'm trying to play, but the mouse is driving me nuts. It seems to gain increased latency like an awful software cursor(more than half a second behind my mouse) over the course of couple minutes(but it feels bad after only 30 seconds), then semi-randomly resets to near native. I just notice now that it also resets when I drag the window bar around. So with that I can actually play now, but preferably you would add an option to use hardware cursor in the options. I am using modern AMD cpu gpu on Win10.

-Not sure if it's a font issue, but sometimes during the countdown, the timer number display shifts left and right for a frame on almost every second or minute boundary.

-Took about 2-4 tries to get the first chroma, my years of rhythm game experience probably helping. Which makes me wonder, if you should add an audio calibration so the countdown sfx can be better synced with player input, since we're talking about frameish perfect tricks here.

-Cute, I like having to stamp the achievements manually. Maybe being a bit silly, but it's weird to have an ink stamp for each one, would make more sense if it were printed stickers or something. Albeit I don't know stamps maybe it's dirt cheap either way.

-Countdown volume isn't changing with the options. In fact it plays even if you mute everything.

-Trying to get chroma Schroomth, much harder than the other one with like 20+ attempts. Oh wait nvm I just forgot about the -40 thing, woops! Got it first try after that (⌐■_■). I also then got the chameleon guy first try. Though it was a bit tense since the wait time was over a minute. Hopefully you ensure the RNG doesn't make it so you have to wait more than 3 minutes or something.

-If you press a button with the mouse and hold it down, the sfx for the press will repeat ad nauseum exponentially until it's playing every frame. Oh nvm I guess it's intended to button repeat fast to speed things up. But, then why doesn't it repeat(nor play the press sfx) when holding with the keyboard keys? ie spacebar.

-Primeape is giving me troubles for real, and the wait time makes it hard to stay motivated. I did the math on the encounter I got and was only 2 frames late. Sucks to suck I guess. I almost want a method to skip ahead time so it's less of a slog, but I guess it's the point? It depends how often you need to do this waiting, and if it's worth dissuading some people from doing  the more advanced tricks you want them to find.

-I give up and start battling the beach bros, and also get the gacha stamp. I beat all but the last beach guy, so guess I'm back to trying to get the primeape... eventually I get tired and read some of the comments and see that apparently there's a delay to the primeape battle start? I just so happened to see a monster 2 frames later with the same stats as the one I caught, and I only see it again at +22 frames(754chroma -> 776), so I guess that's the real offset I'm working at? What a great contrivance to convince me the cutscene wasn't adding to the rand function; I thought it was instant like the other static encounter.

-I proceed to get the chroma first try (⌐■_■)(⌐■_■). But really it stinks that that happened. idk how you can prevent that sort of random troll, unless clarifying that cutscenes always add to the rand function or something. Assuming I didn't gloss over something like that. I then got the rod and got the last chroma. Note that the achievement pops up before the wait for the success of copying finished. May be 'bug' or not.

-You can still use out of combat moves like pheromone when the mon is dead.

-I was getting extra mons for the sake of unlocking equipment and realized I maybe messed up by not copying more than one of the chroma primeape? Maybe I can copy the boss's one? Though it makes me wonder why I can't copy my own mons.

-Even though the option exists, I can't actually equip items from the Team menu, only the Items and Computer menu.

-Every now and then, pressing menu doesn't open the menu when it should. It seems to happen after events that start without your input, like the text of pheromone when used not in grass, or after a respawn after being beat. However, this is only the case if you proceed the last dialogue with Action not Menu. Then once you regain control you press menu and it does nothing the first time. See this:


-I try a couple more times fighting the last beach bro but I'm getting a bit tired, I don't really like pokeman to begin with. Suppose I could do some duplication to stack equipment. Think I'll leave it there though. Didn't look for any secrets, maybe I'll try another day assuming saves are a thing.

So overall a cool puzzle / glitch showcase type game. Though, the time to satisfaction ratio felt lacking. Doesn't help you can easily waste a bunch of time without knowing you're barking up the wrong tree. Since this is like a puzzle game having all the puzzles available at once, it can be both overwhelming and directionless. So if you make details revealed over time it may help the surprise and pacing. Though in that regard, it's unlike puzzle games because instead of having to figure out the rules you skip to hints that just tell you what to do. So idk it may be impossible to make it really great while not driving players crazy.

Keep up the good work.

(+1)

About the cursor problem : 
Very weird... I had a similar bug reported to me during play test, but I wasn't able to reproduce the issue and have no idea what can cause it. Though an option to use the hardware cursor might be a good idea as a work around.

About the countdown timer number display shift :
Saw it, absolutely no idea what causes it, and also no idea how to reproduce it consistently... It's still pretty minor at the end of the day...

About the Audio calibration :
could be an idea, but it might be a bit redundant with the timer offset calibration which can be used that way.

About the ink stamp :
In my head those are pretty cheap... Stickers could be cool as well, but they more or less do the same purpose here.

About the countdown volume not changing : 
Dully noted, clearly a bug, I'll test that out later.

For the wait in between each chroma attempt : 
My goal is to be between 10 to 30 seconds for early game chromas. Right now that's how it mostly is, with some outlier being way earlier or later than that, but usually not more than a full minute.
I plan to have some encounters which makes you wait longer, but they would use a mechanic which helps you "save" a moment in time and reload it, to like, skip the first 5 minutes or something.

About the button being repeated when held :
All buttons do that EXCEPT the game console face buttons. At least they shouldn't, so I assume this is a bug. I'll test it out later

For Primavolt (or Primeape as you said) : 
I'm torn on this one... The offset between the moment you start the battle and the moment the encounter is decided was unintentional. I added a small animation, and it created this "issue". But when doing play testing, some players just got to work, read the game manual and figured out how to time it correctly (as the solution is written down), which is what I want this game to be in the end. A puzzle game where you go through a big game guide to find useful informations. But yeah... This has been a point of frustration for many, so I'm hesitant about keeping it... Maybe just giving more hints about the solution would be a good idea (I saw a really good suggestion in an other comment about making the Game manual an actual guide on what to do in the game in what order. I need to think about this...).

Also, the issue you had is very unfortunate... My conclusion is that the "here how you can correct the timing" is not working as intended right now.

About the success popup timing before you did the caputre : 
That's pretty minor, but I should probably look into it... Feels better if it appears right when you do the capture.

About being able to still use outside of combat abilities of creatures that are dead : 
That's intentional. It's just for convenience.

About the creatures you can't really get back to (Primavolt and Tortolodon) : 
There are ways to get them back, but I count that as "hidden" content :D.
Do know that it requires the use of glitches though

About not being able to equip items in the team menu : 
Huh... That's weird... maybe I broke something when adding the option to equip from the computer? I'll test that out later.

About the bug where pressing the menu doesn't work : 
I think I know what causes this... I'll look into it


Anyway, thanks a lot for this HUGE feedback.
The game being kind of "directionless" has been a common criticism, and I think it's a fair point. I'll try to think about a way to better guide the player...
Also, the current game manual is definitely an other issue (kinda hard to find the information you want... Or even to know if the information is there).

I probably won't fix those aspect before a while (because those are a lot of work) but I take note!

Thanks, it's fun to read the thought process on these things. A few notes I'll add:

Here's my ID, so you can see the unfortunate Primavolt contrivance yourself: 755616. Summary: Chroma is 754; I catch a mon which I identify as 756, but it was actually 776.

One thing that came to mind, is to include the HP on the encounter tool. So it adds another stat to make each random encounter more different, thus (more likely) preventing accidental matching. Unless HP is corelated to the STR DEF DEX already, ie 1 3 3 always == 6 HP or something.

With the audio calibration, I guess that's a fair point. Also I forgot how most calibration works, it's mainly for the visual to audio latency, but if you just use the audio of the timer to time your press it doesn't matter as much. Assuming the audio itself isn't desynced from the keyboard input too much.

The max health is just twice the STR.

Did I somewhat forgot to write that down somewhere? I feel a bit dumb if that's the case... I'll check that out later as well.