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Thank you! This is great input and you have spotted a lot of problems which I would have had a hard time to find myself. 

- I don't think I ever found that fourth party member.

I guess i phrased it a bit incorrectly, the "fourth" partymember (should have been playable character) is the teenage Sarah you get to control when she is on her first real hunt, the scene where you unlock the bloodrites skill. She will be able to join you as a companion at a later point though. 

- I also find it interesting how you’re seemingly able to retroactively decide what Winter’s relationship with Velouria was like, or at least his views on it, through your ingame choices.

You are on the right track. Lets just say that even if you choose to view their relationship through rose-tinted glasses, the reality of it is implied even in the "it was good" choices. You will get to know more later on in the game. What you choose do change stuff though, there are 8 hidden "personality-values" which will change up stuff way further into the game. 

  • It seems that the game will always autosave right after you die.

Yes, it does not work properly at all, I have added a "make manual saves" message up top. I dont know how to fix it for now but I have to look in to it at some point. 

  • The Simpleton and Finish stat screens appear to be identical, and both of them cut off near the bottom, preventing you from seeing the character’s Swagger bar and Biography.

The cut off is something I need to fix. "finish" was actually supposed to be the "I am done" button at one point, guess I forgot to remove it. I should take a closer look at the menus overall. 

  • There’s generally a lot of issues with sprites transforming when you interact.

Yes, this is easy to fix and due to me being sloppy when creating spritesheets and disabling  animations. Thanks for pointing the instances out. 

  •  Gaslight skill, even if you already got the skill from the previous mirror.

Yes, this is just not done yet. You will get two new introspection skills, berate and belittle, which works as debuffs once I have made their animations. 

  • The default attack being “blasting with bullets” ends up being weird when paired with the Confusion status, since it makes enemies without any visible guns start shooting themselves or the party out of nowhere.

I added that mood pretty recently so I haven't given it a lot of testing, I am guessing this can be solved by altering the "confused" state. If you had chosen the other option at the scarecrow you would have gotten a mood which protected against the confusion state. 

  • Enemies appear to skip their turns very often. Not by guarding or “waiting to see what happens”, they just don’t do anything and there’s no combat message indicating it’s intentional. It was especially noticeable with the Crowcrone, who permanently stopped attacking me after she used the Butchering self-buff.

This is due to the enemies speedstats, they can get more or fewer actions than the player, it certainly needs a lot of adjustments. 

  • The PCs’ sideways walking cycles are very odd: there are visible black lines in the air above their sprites, and they appear to be missing a second contact pose which is very distracting imo.

Probably some stray pixels in the spritesheets, funny that I dont notice this myself. Please elaborate on contact pose, I am not sure what you mean. 

  • The game seems to stop responding to keyboard inputs when you run away from the Euthanasia, but only if you started the fight by interacting with her instead of colliding with her.

I will look into this. 

  • The Crackerleader gun skill is kind of busted, in my opinion. 

The combat system needs a lot of tuning overall, but I guess my gut feeling is to leave overpowered stuff alone and instead increase the difficulty later on in the game. There are some things yet to be implemented that are designed to be broken by an observant player. I also recently nerfed the enemies in part 1 since most people thought that it was too difficult. 

  • On the other hand, does Sarah’s Curse work on anything? 

Both curses are actually pretty OP if you play your cards right. There are at this point no enemies immune to curses, but curse only has a 40 % success rate while deathcurse has 80 %, success meaning that "it takes hold". 

  • When you recruit Sarah again post-demo, her talking instance seems to remain in the pond for some reason, only becoming invisible. 

Minor oversight from me, there is collision there that is supposed to go away if she enters the party. 

  • For some reason, the text box for the Rusted Key (East)’s pickup text permanently stays on the screen after picking it up, and not even closing and reopening the game seems to fix it. It also seems like the Crowcrone’s overworld sprite doesn’t disappear when she’s defeated until you leave and reenter the area.

These have been fixed. The next demo will contain the entirety of act 2, so you will have to wait for a bit! I think I will add a cheat area sometime soon with teleports and other stuff for people who wants to keep testing without playing it all again from the beginning. 

Again, thank you! If you want to be credited as a playtester once it gets to that point you can send me whatever you want to have written. 

Glad to be helpful! I'm admittedly not too knowledgeable on animation myself, I only learned this recently trying to look up an explanation for why the walk cycle was bothering me, but I'll try to elaborate on the whole contact pose thing.

Basically, walk cycle animations tend to have 4 key frames: one contact pose where both legs are on the ground, one on the front and one on the back; a second contact pose where the legs' positions are reversed; and two passing poses in between where the legs are superimposed.  So for example, you could animate a character like this:

  1. With their left leg on the front and their right leg on the back (first contact pose, idk if it matters which leg goes on the front first)
  2. With the right leg raised behind the left, both right below the body (first passing pose)
  3. With the right leg in front and the left leg on the back (second contact pose)
  4. With the left leg raised in front of the right leg (second passing pose)
  5. Loop back to the first contact pose.

It's admittedly a bit hard to tell because the animation is so fast, but here, each of the playable overworld characters seem to have only one passing pose where the legs are perfectly still, which I think is acceptable under this limited pixel artstyle; but also only one contact pose that repeats after every passing pose, with the same leg on the front and the same leg on the back (which one is which depends on the side, since the sprite is mirrored) every time.  So it ends up looking like the character is only ever taking steps with one of their legs somehow, if that makes any sense.

Again, I wasn't even sure if this was intentional, especially since the forward and backward walk cycles look much better, and it's argurably a very minor thing many players won't even notice. But I did find it quite distracting myself, so I thought it was worth mentioning. Hope this helps!

(Oh, and I'll have to think about the playtester thing)

I will see what I can do about this,  I am not really knowledgeable about animation either which is pretty apparent if you look at the enemy animations in combat. Now those I dont think I have the skills to improve,  but I should be able to figure something out concerning the sideways walk. 

If you guys need any animation help, I'd be glad to help you out. I'm a budding animator!

Perhaps if I need something truly special, otherwise the amount of work I would ask of you would be staggering. Anyhow, you should be in the credits too, if you want to just send me the text you want added. 

Yeah for sure. I can just give you tips instead of full work maybe.

Thanks for the credits offer! Idk what text... maybe something like "really likes da music" next to my name for now, if I can contribute some more then it can change

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I was thinking playtester and whatever name you would like, or perhaps a shoutout. Solodevs need to fill out their credits sequence anyhow ;). Well, thats way into the future anyhow, so dont think too hard!