Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Very nice! Like a cross between a dragon quest and a top-down wizardry. I like your art style and I feel like the ‘upbeat hellscape’ vibe from alien squatter is here, too.

I noticed a small typo on the directions that let you know burrowers can exit caves “can to”, an extra word in there.

A suggestion - I like to get all 4 of my team’s comments about stuff. Right now it is random, so I have to examine things many times sometimes. It should probably loop instead.

Thanks for making it!

Thanks for playing and saying hi!

I'll fix that typo on the next update.

Regarding the displaying of flavor text... Thanks for the suggestion. I didn't anticipate that people would want to read every single character's response! I'm happy that you care so much. I've noted this on my list of possible fixes. It's a big one because it involves changing the logic for 100+ objects that display flavor text. Not sure how quickly I'll be able to implement.

Hmm, not too familiar with the structure of MZ projects, but is the actual function defined on every object? I figure there is some place upstream where you are calling some kind of randomizer, where the randomizer function can be replaced with something custom?

I can take a look in the code and see if I can figure it out sometime, and let you know if I see anything.

Alright, taking a look, I was able to make a ‘mini-plugin’ that hijacks your display function and de-randomizes it. It catches it automatically whenever an object gets touched, so nothing has to change in the data.

The changes are adding one file to the js/plugins directory and then registering the plugin at the js/plugins.js file.

I’ll share these via pastebin, not sure what a cleaner way would be.

This first one is LoopDialogue.js, that’s the ‘hijacker’. It goes in the js/plugins/ directory. This is the code, but unless registered it doesn’t do anything on it’s own.

This second one is the adjusted plugins.js file. What I did here is add the plugin I made (LoopDialogue.js) as the final entry, it looks like this:

{“name”:“LoopDialogue”,“status”:true,“description”:“Fixes random dialogue loop.”,“parameters”:{}}

You can either replace js/plugins.js with this file entirely, or just add the line above as the last item. Either way, make sure and save a backup of plugins.js, in case something goes wrong. The first bit of code won’t have any effect on its own.

I haven’t tested it extensively, but I’ve modified my own and it seems to be working fine, and covering all the objects.

Feel free to contact me if anything doesn’t make sense or goes wrong, and please don’t go back and edit the logic object-by-object, that’s no fun at all!