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Still really loving the game so far. I kind of can't believe that what I'm seeing is only about half of what's supposedly planned. Anyhow, found some more oddities. The first two, which may be EasyRPG bugs (Still 0 luck with attempts to run it normally), but I somewhat doubt it with these specifically, is -

1: Grabbing the seed-bag in the COMBINE mode of your inventory will permanently stick it to the cursor, which persists even after attempting to grab something else, exiting COMBINE mode, exiting the inventory menu, and even saving and reloading. This is purely cosmetic as the bag functions as normal and just shows the seed-bag sprite over the top of whatever you're trying to do, but it is quite annoying and does make it impossible to select the bag again. In case there's some combination involving it that I'm not privy to. In any case, I had to go back on some progress and reload an older save to get rid of it as the sight was rather unpleasant.

2: In the old home area, It is impossible to grab the key hidden in the grass, which I think in-turn makes it impossible to progress in that area. It flickers for a second in front of the player sprite and gives you the "EMPTY HANDS" shortcut item but does not persist and cannot be used on the gate. (This funnily makes it possible to have many stacked instances of the "EMPTY HANDS" shortcut item. This is amusing but I'd prefer if it worked properly).

Finally, more of a design suggestion, I'd highly recommend rethinking the spiders in the storm drain area. It is quite easy for them to corner you due to the tight corridors, and it being impossible to fight back due to them knocking the glaive away immediately and not being able to pick it back up, again, due to being cornered. This happened five times. lol. I think the way they interact with the demon guy in the last leg of that area is interesting. I like the tag team sorta deal they have going on, but the amount of times I had to redo the whole area due to an edge case that can never be foreseen was obnoxious, and felt rather uncharacteristic with how most of the other areas were designed.

That' s all that comes to mind for now. Good day : )

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The SEEDBAG COMBI thing was a good find, I fixed that.  SEEDBAG was not included in THE DROPPER when modes changed, so floated forever.

I suspect the KEY issue is EasyRPG Player, because it "looks" fine and works in-engine here.  It's pretty important to be able to pick it up.  I'm not sure what I'd suggest for that beyond sort of un-hiding it (maybe EasyRPG doesn't like the layers you find the KEY behind?), but having so "grabbed" the KEY, does it let you open the side gates anyways?  Picking up the KEY is a SWITCH as opposed to an actual ITEM, so it might actually be turning on that you "have" the key in your hands even if it isn't floating above you visually.

The DRAIN SPIDERS are a good point, and upon reviewing them they are in fact the "old" SPIDER script which as you experienced knock the GLAIVE from your hands on contact unless you have the RED RUBBER GLOVES equipped.

The updated SPIDER script I've put into them lets you hit them once with the GLAIVE and then if you lack RED RUBBER GLOVES, they disarm you.

Thank-you for all the suggestions.

(2 edits)

Also, the DRAIN SPIDERS got a new more random movement set so they should more easily find a space to which they might jump, and hopefully not corner you otherwise. 

EDIT: I've also re-ordered the KEY script, because your receiving multiple [EMPTY HANDS] means it is definitely doing the script, but maybe not all of it...for whatever reason.  I've put the GOT KEY switch at the top now, so if you get [EMPTY HANDS], you should also have the key switch on, and maybe it will even work.

EDIT 2: Installer re-uploaded.