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(4 edits) (+1)

Updated to this version! Thanks!

Underwater Battles don't seem to have Windup or Delays? Also Beserana don't initiate battle until I move?

https://drive.google.com/file/d/1eB_AddSZV-SSH8dpdDf3uCoQG3v9fPj_/view?usp=shari...

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Do I need De-bane to help the Fire Bane guy? Or can I just use Anti-Fire? I tried to "What else do I have..." but that just ended the options?
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I hit Inventory without having anything to Throw and got sooo confused!

Nice job getting rid of Escape, btw. Hmm... You can't get rid of that menu entirely, can you? Or block Escape from leaving the Combat options menu? Well, we're not even in V1, and there are more important things than that bit of the battle menu.


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Weird "the.":




I assume you're asleep, so you've just yet to see my previous bug report from last version: https://itch.io/post/7553711

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Checking this before I turn in for the night- I was away from my computer for a while.

Removing that previous menu entirely would probably require some more in-depth script edits. It could probably be done, but I'd have to really be careful tracing the menu back to its roots- I don't want to break anything while getting rid of that menu.

On the other hand, the typo's an easy fix. I'll look into those odd visual bugs with the Dragr later, sometimes Immortal states are  pretty weird visually.

Played a little with the file you gave me and things seem to be going fine underwater. (Also, this Attack Focus + Cursed Coronet set is pretty crazy. Probably hard to use in a protracted fight, but definitely solid for regular enemies.)

As for the Berserahna group standing on you without initiating a battle, that's an issue that rarely pops up with map encounters set to Above Player/Through. I need to set them to that so they properly "swim" above the reefs and kelp. A fix for the issue would probably be even more in-depth than the Fight/Escape Menu, and the enemy ends up fighting the player anyway, so it might be a while before this one in particular gets fixed.

Oops. Well, at least it usually only takes one round of not mixing anything to realize "Oh, I probably should mix something". Still, I could definitely include a reminder in the Challenge Tower's pre-battle dialog. Maybe I could check to see if Brill has potions prepared.

(1 edit) (+1)

I Punched and used Aida's crossbow underwater, it seemed like the Windup and Delay bars didn't appear nor exist? They seemed to happen too fast to be delayed?

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EDIT: Punched Lead, Words Spilled Over:


(1 edit) (+1)

I think I get what's happening. Punch and Single Shot are both very quick attacks (5% Windup), and if you were fighting Berserahnas, their attacks are quick too- Bubble Jet in particular is 10% Windup.

The delay's still there- I did some testing with the debug console. The attacks are just coming out before the bars update, too quickly to properly show them until every attack has fired.

EDIT: Ah, geez. That needs an enter, it's supposed to say "in the castle" at the end. That'll be fixed next patch.

(1 edit) (+1)

Oh. Interesting!

There's some weird logic with finding Defia's Key Stone, being able to detect the illusory tree, with *only* the Gyrphosphinx's advice. No one has told Brill that "the tree beyond the bridge isn't really there"?

And Thunder Resistance doesn't help with the Blue Circles in the Yellow Room. Hmm. ... Oh, Yellow Room has Yellow Damage!

The Gryphosphinx dialogue does mention that "if something's in the way, give it a push"- that's all it really takes to break the illusion. (The other source of info outright says it.)

Unfortunately Thunder resistance doesn't the zap traps, they do a flat 20 damage. However, there is a specific item that negates them, and there's also a way to disable some of them outright.

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Nice! Makes sense except that Brill sounds like she's quoting someone, and that was impossible in that timeline.

Well, the Zap Trap damage can't knock Brill out, so I can just tank it and walk right through. Yay for Heal Build!

Gargoyle Wing Shield chest dialogue says the Shield boosts Gravity by 30%? But the shield description says 25%?

Those are some... not scary "non-traditional" looking Gargoyles. Nice art.

Gisarmory seems to be the end of the line for my Heal Punch build in the Foundry. Bodyguards and Very durable. Well, that new Shield sure sounds useful. Overcharge, Star Burst and Grav time, will be my first plan. EDIT: Nevermind. Got Boxed. If I weren't small, I could punch and stuff fine.

Is the Red Button Password just trial and error? EDIT: Oh, I guess I have to go inside the final room to figure it out. Nope, Blue Room still not open. I missed the room at the top. Solved, anyway.

Blue Room: Command Scrolls dialogue... What Command Scrolls? Oh, the ones to the side.

Should I be able to walk into the swirly energy orbs? Sounds dangerous.

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Ah, I probably changed the value and forgot to change the chest dialogue. That'll be fixed in the next patch.

Aekashics does amazing monster graphics- almost all of the enemy sprites I've used are from him. A lot of the earlier ones were in his free pack, and they really helped me get started.

There's a hint for the red buttons when you examine the red lever.

EDIT: The swirly energy orbs are on top of the pillars, so Brill's walking underneath them.

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Well, I was wrong, Heal Strat still is fine. Just needed to swap out the Cursed Coronet for anything else. Power Buster on Gisarmory to keep damage down. Set up some Catalysts for the final damage, Super Power Booster and Overcharge plus 50 Star Burst, if I didn't hit the Block, I might've one-hit. Maybe.

Not sure if there's issues if I manage to kill Gisarmory without hitting any of the dialogue triggers, or manage to go from above 1/3 damage dealt, to below 2/3 in one hit.

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Dialogue advice for the return to Defia:

"But the command scrolls for the rampaging golems were forged in both Klenze AND Holvan's handwriting"

Might be better as "both of your handwriting" or something, since she's speaking to them both already? But there's golems and that woman in the back, that she's addressing as well, I guess.

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Good thing I checked the Golem Eye description. I thought it was just an eyeball. Yeegh.

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Should the Orange enemy outside Tathaln's Cabin, respawn?

Taking down Gisarmory before the guards show up would probably skip them. That's all right, though- it makes sense, as Gisarmory would be unable to call reinforcements after being shut down.

I'll have a few minor edits to the dialogue next patch addressing both points.

Yep, the orange enemy should respawn. It's just orange to show it's tougher than usual- a few enemy groups later will do this as well.