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All right, I've figured out one thing - unplugging my controller has at the very least made this playable and not lock up during conversations with NPCs. However, I'm still having a lot of trouble making progress.

- Using ATTACK with the main character does nothing and simply softlocks the game.

- Potions used in a battle that you lose do NOT come back if you reload your game. Somehow they are staying used even though I should be loading a point well before a losing battle ever occurred

- I can't figure out how to unequip items from party members to put them on someone else

I'm getting filtered by the knight on the bridge because I simply run out of choices and can't exactly go grind on enemies because only 1 party member can fight.

Hopefully this helps you to make further bugfixes and changes to your game.

(1 edit)

Hey, thanks for the reply I'll look into these issue.

Controller support technically isn't full supported but there is logic  set in place that hasn't been fully tested (due to time constraints for the jam) Unity probably sense you had controller plugged in and used that as the Input scheme.

The "Attack" bug is when you equipped the "on Guard" sword (animation not hook up properly with main character)

officially you cant unequip item without re-equipped another weapon (ran out of time) but I'll add it in hotfix C

I'll take a look into the potion issue. 

Their should have  out tomorrow with fixes and improvements. 

Hotfix C is up hopefully that fixes most if not all your issue. Let me know if you run into anymore.

I was able to make it a LOT further along this time, but for some reason talking to the bartender in the guild hall about his quest information softlocks the game. Black knight went down MUCH quicker since I was able to level up the crew and buy new gear.

If there's more content in this current release, please let me know once a fix is up for this so I can go do that quest. I like what I'm seeing and I feel that this has some good potential, I just want to see everything there is to see in it.

That all fully polished stuff I am afraid. I'll take a look at the barkeeper soft lock.
if you haven't explored it yet there is starting of dungeon if climb toward the mountain. (two rooms with bad lighting and new bad guys that are harder to kill).
Dungeon been papered out but not fully constructed and it will probably get done for version 0.0.2; some time after the unity summer sale.

At last, I have made a gameplay video for your observation.

Thanks for the video, I watched it and I'll watch it again once I'm mental back into the project.  The lute showing up with great sword is a simple bug fix that I'll look into for the next build.
If you really think the game has potential I can defiantly put more effort into it  and spend some money on unity assets to make the world pop more.

Thanks for your support