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(+1)

Y'know what, one more bug report for the road.

The dungeon minimap seems to pull from every dungeon level simultaneously.  It's decently useful on level 1, but as you discover areas on 2 and 3, they all display at once and it just turns into a uniform blue square.

Also, do all dungeons have bosses? I have not been able to independently confirm that all dungeons have bosses.

A couple minor things as well, because why not throw 'em in:

  • the dialogue boxes for pets usually include, like, "/u2014" on either side of the species name.  Purely visual bug and not disruptive
  • it would be really nice if you could switch items in the quick-consume slots by dragging and dropping (like how the rest of the inventory can be rearranged)
  • this isn't even a bug or a QoL or anything, buuuuut: you mentioned improved graphics in the Steam version.  I think skin colour customization for the Affineur would be a valuable graphics upgrade, for players who want the character to resemble them a little more.  Just a suggestion

These things may not be disruptive enough to warrant tweaking the Itch version again, which is cool, but maybe they're applicable to the Steam version too.  I figured you'd want to know.

(+1)

Hey! Well if this is one for the road, please allow me to extend a very hearty debt of gratitude, as this is quite a haul in terms of insights and bug/QoL reports -- thank you as always.

First off, I'm a bit behind in catching up on all the messages, but please let me know if you'd like to be credited as a playtester in the itch and Steam versions of the game. And also: would you like to be immortalised as an NPC? And if so, what name would you like? 

As to the bug report: yep there's some genuine bugs here that go beyond QoL. I'd also say that some of them, such as the character customisation, just simply haven't been implemented yet in the itch version as it was so deep in the list of the systems to implement. But you're absolutely right, and actually that's a massive oversight that really should have been prioritised. This game is inclusive all the way and while I've been careful to attend to as much as possible, sometimes you miss some big things. So, yes, absolutely: character customisation is coming very shortly. I don't know if I'll be able to reverse engineer it into the itch version - there's a bunch of technical and architecture reasons - but I'll see.

Thank you again! 

(+1)

To clarify, by "one for the road," I don't mean I'm completely dipping out on the project! It's just that I'm going to get a lot less useful, since you're developing a different version of the game from the one I'm commenting on.  I feel like it's just courtesy to therefore zip my gob.

(I actually haven't stopped getting ideas and noticing things about Roguefort, though.  I'm planning to type up a proper list and upload it to the Discord as a PDF; that seems like a QoL upgrade for you, compared to a bajillion comments.)

In terms of credit and an NPC . . . wow, that's amazing.  I'm genuinely touched.

My instinct, if I'm potentially being credited for stuff online, is to ask for "Merlin Grace" as the name given.  I do have some misgivings about that, though, since Merlin Grace is sort of my "stage name" for various art projects, and I don't want to use you as free advertising.  I don't have any misgivings about saying that I want "my" NPC to be named Merlin, though, since my affineur is named Merlin too!

Thank you! I totally get you - yeah it's a bit tricky with the two versions now, but I see this as the alpha version that will always be the genesis of the project, and then the Steam version is where it evolved to in order to ensure that a simple solo dev such as myself can reasonably maintain it and keep it growing and evolving. 

All that said, I'm incredible grateful for your bug reports and suggestions - it's helped shaped the game immensely. Merlin Grace will be immortalised as an NPC :-).

Also, all dungeons should have bosses - if you don't see one by the time you've cleared all levels, that's got to be a bug