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(1 edit)

Soon it'll be July in Christmas...

    The bees were a real high point of this build, I can see the love that went into their writing. Big fan of Melvin as well, hopefully he'll get some cool unique spritework in the future? >.>

    As with any new build, there's new bugs, and I'm proud to present what might be the easiest bug to fix that you'll ever get: the sound that plays when you pick up items/open chests appears to be tied to the music slider instead of SFX.

    Unfortunately there's also a pretty confusing one, which is that every so often, the dialogue decides to look like this:


    I'm pretty sure this was happening in the last build as well, but it only happened once, and it was so quick I thought I had just imagined it. I have no idea how to reproduce this one, I just got lucky and it happened for an npc where I was actually paying attention to what they were saying. I think maybe it happens when you skip through dialogue too fast?

(Honestly I find this bug hilarious I think having an npc that exclusively talks like this would be extremely funny.)

    Something I just noticed this build is that you can basically stand on thin air in this room:


     Since this is technically an exit to the room you might just wanna put a platform or something so it doesn't look weird.

    You can platform-fall down into the well and clip through some of the textures. I assume this is because there's some planned "going into the well" features, but I figured I might as well add it to the list just in case.

    I had a couple minor gripes with the inputs required for doors and shops. For the doors, I'm used to pressing up to enter, since basically every game uses that convention, so it was a little off-putting to press jump. Also, what happens if I want to jump and I'm standing in front of a door? I can't really think of any situations where I would be pressing up and not want to go in the door, I guess that's why so many games do it that way.

    As for the shop dialogue, something that might improve the shop UI experience is making the yes/no option to buy something appear right after the shopkeeper is done saying "do you really want to buy this?" instead of making you advance the dialogue first. The reason for this would be that A. it requires less button pressing, and B. I originally thought that advancing the dialogue was equivalent to saying yes since there wasn't an obvious yes/no, and was a little confused why the question was being asked. As well as this, letting you advance/skip through dialogue with B as well as A would be nice, since it allows you to mash through the "did you want to buy this" screen if you accidently clicked something you didn't want, as opposed to having to worry about accidently pressing A too many times and buying the thing. It also means you can keep mashing B to exit the shop, as opposed to pressing B once and then mashing A to skip the goodbye message.

    As always, don't feel like you have to make any of these changes, this is just one random person's opinion after all.

    That's it for today, but make sure to always remember the wise words of the bee: "AnumbERof fo OLn arayinue, tOrS WhollbeE wli evEdtnA tplaWNma Were ANt Pandprea aY s praYerOnE PcOutdar." (:

Awesome awesome awesome, ty ty ty. I am very glad that someone was able to repro the really-weird text as well. i thought i had fixed that at one point, but apparently the issue still persists. probably some funky race-condition from heck.
And while i have yet to fix all the issues you presented on ur previous post - they are def being worked on.
I look forward to writing a technical post about why text is sometimes DUMB, because i've been hunting that one one-and-off for years.