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"I just got bored of the big games, and I have a free time.  Although I'm already a little tired of glitches."

Sorry about the glitches... it's just me doing all the game stuff (the programmer helps a bit with some of the driving systems, but otherwise it's me stringing together the content). It's rough ... but, hopefully won't take long to get the rest of the problems sorted out :) 

- first option of first talk with Yara ends with nothing . Dialog window stays on screen but player can move and use abilities.  

I'm pushing a small patch to fix that and the 2nd level flag now.

- Main Menu:  no working key on keyboard to activate selected option, only mouse click works. it's minor issue, but...

Humm, yea, perhaps I'll set space and / or enter for main menu advance.

- the guys in the hub (Yara and others) moves around often and randomly. So they looks like hurrying somewhere... in the small room

This one is actually on purpose. Figured them moving around was better than standing around.

- the magical mystery tour:   I'm finished the first level, found myself in the hub, exit to the left, die, return to the hub, exit to the left... 

Ohh yea, this is actually all working normally also. Each "life" resets you to the hub (once you get there past the first level at least). Then you can exit out to the different floors with their hub portals. BUT when you exit out to a floor, it starts you out at the start.

Each floor has a possible 10 different levels which are randomized in ...though I felt it was a bit too cruel to force people to play through all 10, so instead you just have to make it through 4 until you advance the story and "beat" that floor. So first level of a floor is either map 1, 2, or 3. 2nd level is map 4, 5, or 6....and so on (with map 10 always being the final map). 

And of course the gauntlet mode is just a jumble of all the floors and how far you can get on a single life.

(2 edits)

it's a bit confusing  (with random maps), but...ok. It has to be explained somehow in the story.   And the Quest mode - what is my own goal, what I seek in the Labirinth - it's unclear. 

The most annoying glitch right now - with hiding interface on Load Game. I hope v5 will solve it.

P.S. It's wrong that you do all the work alone.

P.P.S.  

-  I expected that I can buy items from merchant with usual confirmation button,  but it's [Y] on gamepad or [E] key on keyboard.  Player will need a hint maybe.

- Depleted items has to fade in ability page (be drawn semitransparent)

-  How the Mystic charm works? How long?

it's a bit confusing  (with random maps), but...ok. It has to be explained somehow in the story.   And the Quest mode - what is my own goal, what I seek in the Labirinth - it's unclear. 

Humm, good idea. I'll try to add more emphasis in the first hub.

The most annoying glitch right now - with hiding interface on Load Game. I hope v5 will solve it.

Yup, we fixing that in the next update (and also resolution settings). The load file should also store the bindings in the next update.

How the Mystic charm works? How long?

It works as long as you have it in your inventory. If you use it from your inventory it gets sent back to the merchant and turns off. I'm curious if it was enough of a difficulty modifier though. ((Maybe I should add a 2nd one you can buy if the first one isn't enough?))

-  I expected that I can buy items from merchant with usual confirmation button,  but it's [Y] on gamepad or [E] key on keyboard.  Player will need a hint maybe.

Humm, good idea, perhaps the first time you enter the merchant screen I'll make that more clear. Also I'd like to get the current gold amount you have in your inventory to show on the merchant screen too. But it is a smaller lower priority thing.

- Depleted items has to fade in ability page (be drawn semitransparent)

Yea, I like that :D It gets a little bit tricky with the arrow types though (since technically they are set as unlimited....and instead reference your crystal count when being used). I'll add it to the list of polish things though :)