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(+1)

I think it was originally planned for some cutscenes, but an opportunity to use it never really showed up. Though, now I think about it, I could see it working for a few scenes...

The Woods don't change the BGM because they previously didn't need to, but Secret Woods 1 probably should now. I'll hit that in the next patch.

(5 edits) (+1)

Woo! More music for all players!

Should the Hedge Start Ring still work at this point? I guess Rings can be one-way.

I can't tell if Hedge Anger is doing anything...

Is this cave supposed to be accessible? If so, how?



If I walk through here, Brill merges with an enemy flame but doesn't get into battle?



Coming back for the Balorites' Bestiary entries... Should I be able to walk here? And also the green places from using other hedges?


(+1)

The cave is a shortcut back from the area at the end of the dungeon, near the Astral Plains entrance.

When the Hedges get angry, a debuff occurs in the next battle you fight in the Hedge. This resets after 1 fight or if you leave the dungeon.

The last two issues are unintentional, though- I'll have a fix for them up soon.

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If the debuff has an icon, I haven't seen it yet. But if I kite a monster flame up here, and it touches me, I can't move or do anything other than listen to the music.

(1 edit) (+1)

I see what's going on- you're not technically in the "stealth" region where monsters can't chase you, but the "on the hedge" flag turns on at the top of the stairs. I'll put together a fix for this and release it with the other ones.