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(3 edits)

Thanks for playing, I'll be making a lot of changes when I switch to Unity. I definitely skipped too much of the introduction period. As i mentioned in other comments, the intro period was supposed to be much longer. There was actually supposed to be a lot of other content like Nara building a farm, Tulu trying to copy Nol's potion generation ability and learning how to craft items instead, and Nol messing around in her shop before sealing the entrances.

Just as clarification, none of the Ultimates are actually random (once you figure out their activation requirement, you can reliably activate them). If you used the Ultimate, it secretly adds a tutorial to your inventory. 
(Nara charges her ult by using her switch effect, which you can do out of battle, which is why you have to wait when she changes cubes in battle as otherwise the player could just ult without preparation in battle, Nol requires 44 of each attack item, Voyd requires using tentacle void skills as either Voyd or Nol, and Tulu requires autoreviving in battle (4 turns after she dies, which is long, but her ult kills anything in the game) (which is what concentrated antidote is for, it lets you kill her with two of them)). (A trick is to sacrifice Nara, switch Nol to the void side and have Nol craft items while Tulu charges her ult). 
The game gives you little hints about their ults, though the biggest ones are after you use the ult at least once (it gives a major hint) and the long battle tutorial, which mentions that Tulu auto-revives, Nol is about preparation, Nara can switch between weapons, and Voyd is about tentacles.)

The return to field is a bug in the game engine because common events can only work in field view (auto/parallel/manual) or battle view. The only way to fix it is to use a plugin or use a script in a way like a plugin.

Looks like I messed up that event. Wonder why it didn't seem to trigger twice when I tested it.

You did make me realize a few issues. The ores, spices, etc. only show the quantity when you actually go to sell them. This was due to them being key items instead of common items (which I had reserved for craftables). I also didn't explain that every skill has some sort of use as I figured players would either go the lazy route of autoattacking (which makes Nara useless) or come up with their own playstyle. Again, part of this was due to cutting out the intro due to the the time limitation.

Basically, cutting down what is supposed to be a 20 (main story)-40+ (extra content) hour game into something doable in less than an hour meant cutting out and condensing a lot of content. I might have overdone it a bit. Definitely something I intend to fix later on.

Side note: The house is actually the version upgrader for if your save is from a previous version. Talking to the pile of wood will fix your game to be the same version as the game.