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(+1)

That's a really good quest/adventure game!

Love the art, some areas are obvious WIP, but it looks great none the less.
I read all text, but still, some placeholder music/ambient would work wonders.

If you spam down button on stairs, you can push the camera a little bit down, but not move at stairs, so you can throw the camera as down as you want (it only works down, going up the steps doesn't work, camera resets when you finally start moving on the stairs).


I could fall over the map here, if you walk he will go over and fall over the map, you need to jump over to get to the next screen.

looking at some items in the inventory break the game randomly. (looking at the flower with 3's in sneak and agility):
player.lua:486: attempt to get length of global 'equipList' (a nil value)
Traceback
player.lua:486: in function 'update'
main.lua:244: in function 'update'
[C]: in function 'xpcall'

For second version:
You can get "stuck" in some geometry (got here by jumping, you can jump out but still):


Jumping as the whole is kinda broken, oh, you have problem with refresh rate of the monitor, with higher rate you jump much higher (every animation becomes faster too?) - https://files.catbox.moe/mhjlbo.webm

Only in the second version, sometimes game takes your movement away, you could still jump and use inventory/menu, but not move.

Overall, combat feels wonky, you can easily launch enemies on ladders or other platforms and it becomes weird fight if they are not gonna go down themselves.

Game is great! I do love the different paths that you could make either with your stats or your items.
Sounds crazy to scope, but you done great for this slices.
It has a lot of content already, I enjoyed the dialogues and puzzles, some objects have quite a big/small interaction box (like cell door in the first demo could be open with the key from far away or bird nest could be interacted only from the right)

Good luck Dirking around with your game!

(+1)

Man, that refresh rate. I wanna say it's an engine limitation and I tried to fix it but I just have a standard 60Hz monitor so I can't test it reliably. The thing is I still use delta time for calculating height of the jumps and I don't know why I can have a higher refresh rate, so more calculations, but delta time stays the same...

Other bugs are accounted for and I'll be taking care of them one at a time. You have a good eye for them!

(1 edit)

Well, I do not know Love engine, but maybe you could check how high you are from starting position and stop immediately after getting over normal jump high?
If second demo wouldn't block me as much, I could bug-hunt it more :)

Forgot to mention this typo(?), when you give bird back and ask about "admiral's quirks". (masself - myself)


It sounds like you are trying to use natural time to pace game logic, at basically infinite resolution. What's usually done in games is you have a logical tick rate -- this can be quite low, for example 30 per second, or one logical tick every 40 ms, something in that ballpark. All your real game logic is doing updates discretely, per tick. E.g. if you have "upwards velocity 50," you move the character up by 50 units whenever a logical tick passes, and at no other time. Your game state is only touched by the regular logical updates.

You tie this in with monitor refresh rate by interpolating the logical state based on how far along is the next tick. So if you are at a point where 60% of the time until next tick has passed (e.g. 24ms have passed and your tickrate is 40ms), and your character has upwards velocity 50, you apply 60% of 50 = 30 units upward change of position for drawing the character. But only for drawing the character!! You do not change the logic state at all here. You calculate an ephemeral state, for means of drawing to the screen, that is an interpolation between two logical states.

This approach is kind of overkill for a point and click adventure, but it's needed as soon as you have any sort of action gameplay going on.

Here is another short post of mine where I describe one way to weave logical ticks and drawing frames: https://itch.io/post/9490552
But there's gotta be plenty tutorials on the internet, too.

ps. As for user inputs, it's cleanest and easiest to apply them only at logical ticks. If this is too laggy for you, you can just work with a higher tickrate (no issue in a simple game like yours).

pps. You can test any FPS on a 60 Hz screen, you just have to turn VSync off.