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Uhm, the aspect ratio shouldn’t affect anything in this case.

This enemy drains your light’s strength over time when your light is on top of it. If you stay there for too long, you eventually lose all your light and the ability to illuminate obstacles. Your light does recover naturally as long as it’s not touching the enemy. So you need to avoid it with the cursor so you don’t get drained.

Here’s a video from when I first implemented it:

https://youtu.be/yVcf4rfvj_U?si=pX8CulLiV-Rl7s1q

If it turns out the enemy is draining all your light just for being on screen — without you touching it — please let me know and I’ll take a look!

Hzzah! The cloudy enemy is working properly now? The light can shine on trapdoors and chimeras just fine. image.png

Also, found another amusing softlock by timing a trapdoor that it almost time to release right when the blue light transitions when Renko is close. The game over screen doesn’t appear, and it just an eternal loop of Renko & Merry walking. image.png

Yes, that last one happened to me once as well. It’s really hard to catch because it’s very frame-dependent — a tiny timing window that sometimes triggers and sometimes doesn’t. I have a theory about what’s causing it, so hopefully I can patch it.

Thank you so much for letting me know!

The Cloudie bug appeared again, where the light is ineffective despite light still being visible.

Only after I closed out of the game completely, did the bug disappear.

Can you give me more details of what happened?

Now I can clearly see you are lighting a trapdoor with no response. 

How and when the light stoped working? This persisted after a in game restart?

Video of Bug

Timeline

  • Started game.
  • Did some runs that got passed Cloudie.
  • Runs suddenly start to fail at Cloudie. This recording is from this time period.
  • Did another run to get to the same point. Same issue with Cloudie occurs.
  • Restarted game.
  • Runs were no longer affected by the Cloudie bug.

Many thanks for the details! With that I can assume is something related to in-game restarts, I will try to work on a fix.

Good news — I found the bug!

The light’s shape radius was actually persisting between runs, so when the enemy appeared the game said: “oh, the light radius is already small enough, time to deactivate the light.”

This also meant that every time you lost while the radius was reduced, the next run started with an even smaller light radius — giving you a smaller area of effect without realizing it.

Thank you for spotting this! Your feedback helped uncover a pretty sneaky bug.
I will release a patch update with this and the other bug solved.