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(1 edit) (+1)

Ran into an annoying bug (on the full game) - after I collected the missing page, it didn’t appear in my inventory. I couldn’t progress, now I think I have to start over.

:(


I also ran into the two other bugs mentioned, fragmented boss during the fight and killing roots counting twice.

 

Would also be nice if the mushroom total appeared on the inventory screen so I didn’t have to navigate to the mushroom and click on it every time to get the total. 

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Thanks for reaching out - we're looking into these. Both the QA folks at Mega Cat and myself have not seen these bugs appear in multiple playthroughs of the latest versions, so future editions of the game are looking good to go!

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I didn't have the issue with the missing page once I started over, and luckily it was much faster to get to that point a second time 'round. I did see the fragmented first boss but it didn't affect gameplay, only visuals. At the Manor now and enjoying it so far!

One other thing I've noticed is that viewing the inventory screen can reset the state of the screen a bit, like enemy positions reset and chopped kudzu reappears when you come back to the level from the map or inventory. Though maybe it just grows back while you're not looking ;)

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Oh that's good to know then about the page. The fragmenting boss is sadly a limitation of the version of the engine that Kudzu was built in - it's as stable as we can get it (if I try anything else it splits into left and right halves instead of front and back halves.) There weren't "big sprites" until later versions of GB Studio. Likewise, enemy positions reset because the pause menu is a separate scene (the only way to do it at this level) so you're reloading the scene every time. To keep all the enemies in their same positions with the tools I have would require A LOT of extra variables that Game Boy roms don't have. It's all this little stuff that I know folks expect because Link's Awakening and other commercial 90's games have, but they were dealing with different tools/capabilities (coding with highly efficient languages for speaking directly to GB hardware), and it goes to show you how much actually goes into these games!