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Lynn Xternal

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A member registered Oct 29, 2017 · View creator page →

Recent community posts

I love how actively you develop this game!! Thank you for turning it into such a masterpiece, especially with our feedback =)

Thank you for the Siphon Pickaxe rebalance. It's a lot more interesting now, especially in hard mode =)

And yes, I can confirm that Fern's overhealing is why I wasn't getting the expected number.

A couple more things - On the lorestone, mousing over the relics turns the cursor into the pointer cursor (like clicking a link) but clicking them has no effect. On the other hand, mousing over the turtles chagner the cursor but also allows switching to the turtle, so the cursor makes sense. The equipment tab has the default cursor across the board (which is correct as clicking does nothing).

Request: Could you change the cursor behavior on the equipment tab in the lorestone to be a pointer instead of default cursor, and allow equipping stuff directly from the lorestone interface (without closing it)? Thank you for adding the tooltips by the way!

Request 2: Nix rebalance on hard mode? I'm almost done beating vegan mode, but I cannot for the life of me beat the game with Nix (reach deepwater). I tried several different strats, including using sigils and 30 mageflare runes (once per 7 digs) per run for optimal traversal, but it seems like with the hard mode debuffs, Nix can't survive in the void long enough to make it to the core.

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Aaah, yes, you're right! D'oh! I completely forgot about regeneration 🤦‍♀️

But I did find a different issue: Griddle Sigil doesn't stack on top of the Siphon Pickaxe. In fact, the Siphon pickaxe's +6 is completely nullified and only the Sigil's +5 applies on metallic ore.

ETA: Seems to work on certain ores; bug is present on iron ore all ores in the farfields, possibly others. Tested with Fern on hard mode

The Siphon pickaxe is absolutely incredible game-changer btw, but maybe its boost should be nerfed to +5 also? Either that or maybe its cost to repair should include 3 void shards and not just 2.

Thank you for the quick updates! I'm having so much fun with the new content!

Yeah sure! Given a fixed light radius and a fixed strength level (11), and given that the hardness of the Shimmera is a constant 12, the cost seems to be fluctuating between -2 and -3 with Mistral and the Attuned Drill (Mistal and Drill nerfs/debuffs cancel out).

Btw, are the pickaxes on the lorestone in unlock order or in a pre-set order? If the latter, I think it makes more sense to match them with the order in the pickaxe selector drop-down. Also, speaking of lorestone, could we get tool-tips on the equipment items as we do on the other tabs, as a quick in-game reference?

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Thank you for fixing them! Really enjoying the update =)

Another small thing (not a bug, but makes gameplay a little unpredictable) - the stamina cost calculations in the shimmera can fluctuate by one. I think this is because of some kind of dithered integer quantization of a floating point result; was this intentional?

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Heya, wonderful slew of updates you have here! I just wanted to point out a few bugs:

1. While the cost of a signpost includes 100 titanium bars, 20 diamonds, and 300 quartz, buying a signpost doesn't actually remove them from the inventory (bug exists in both vegan and standard mode).

2. [UI Bug] When hovering over icons close to the edge of the screen in fullscreen mode, the tooltip renders partially outside the screen/display area

3. When digging in the farfields, at least in the gravel section, the amount of stamina lost may be 3 or more (e.g. stamina goes from 75 to 72), but he stamina bar only shows a red -1 for each dig.

4. [Major gameplay blocker] Dojo upgrades unlocked with the farfields cannot be acquired in vegan mode, as the sheep cannot be sheared. Perhaps there should be an alternative cost that does not require the wool? The sheep is really cute btw!

Excited to see future updates!!


I found a bug: reaching water with Pebble with violetheart equipped from the surface for the first time does not unlock both relevant achievements; it only unlocks the hard hat achievement.

Disclaimer: tested in vegan mode; not in regular mode. Problem probably exists in both modes; and unlocking 3 or more achievements at once likely causes this same problem.

Thank you so much <3 =)

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Gotcha, so just the snow boots then. There's no gameplay issue, but could you still remove it for tidiness? I want to be able to unlock them normally if I convert the save file, haha

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Great! Thank you for the hotfix! The pickaxe drain problem is almost completely solved... but there is now a regression with an edge case: after this update, digging granite downwards with Mistral does not drain pickaxe/drill life correctly even though her base strength may not high enough in the vertical direction.

Also, the blueprint bug seems to be partially fixed: when converting a hard mode game to normal mode, if the blueprints for boots were previously found (prior to the updates removing them from hard mode), they appear as unlocked and are still craftable. However, the Alchemist's Pouch remains uncraftable under the same conditions. This is a very obscure bug (which is probably no longer possible to trigger), so it's going to be tricky to fix it.

Thank you!

As a follow up, do you think the stats of the accessories might need rebalancing? E.g. the gilded shift has a light radius of 85, which has crept up from the original 75 IIRC, and the verdant radiance has crept down from its original 100, to the point where they've nearly converged.

In another context, Fern + Sanguine Signet is an interesting combo, as are Mistral + Violetheart, Griddle + Omnishard, and Caelo + Verdant Radiance. But Scoot, Grampshell, and Reeler don't really have such synergistic combos. Maybe a "luck" accessory to increase jackpot chances or improve treasure RNG would complete the synergistic pairings?

Food for thought, not really my personal requests =)

I'm very curious about the slots probability. Because it's a prime number, where did 1/593 come from? Is the outcome of the slots generated at once (selecting one permutation from an exhaustive list of permutations), or are the slot probabilities calculated independently for each? If it's the latter, is the probability of each slot dependent on the previous outcome, or are all three slots randomly generated such that the probability of any one slot is an independent occurrence?

I'm too lazy/shy to peek under the hood and reverse engineer the answer, so I'd love to hear your thoughts, haha

Thank you for the quick reply! The suggestion is primarily aimed at reducing redundancy and streamlining the experience (so "backpack" unlocks 3 slots; tanning rack unlocks 4th consumable slot + boots slot), but I'm curious and excited to see where you'll take it!

Another bug found: Despite getting 7 base strength (all dojo upgrades + relics), the granite layer still depletes pickaxes despite only having 7 strength. This in in contrast to all other layers, which deplete the pickaxes only if the layer strength is greater than the base strength (but do not deplete when layer strenghth equals base strength).

This is especially interesting because after getting 7 base strength, Nix's shield stacks do not get consumed in granite.

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The addition of the wooden backpack was absolutely necessary to beat hard mode (I think that update came out when I took a hiatus), but I still beat it with Griddle through sheer industry, haha. So thank you for addressing that longstanding issue I had, bringing parity to both modes =)

From a UX standpoint though, the wooden backpack and leather backpack serve the same function, but the latter grants access to a boots slot and the flask. Considering that these are both not really "backpack" functions, what if the wooden backpack is the default backpack for both modes, and the leathercrafting slots (flask and boots) is separate to the backpack? In other words, what if the tanning rack is specifically for the flask and boots, whereas the backpack is acquired from Bits and Bobs? This way, the same backpack exists in both modes.

Also, a couple of bugs: if we convert a vegan game to standard mode, and blueprints for alchemist's pouch/boots were previously found in vegan mode prior to the bugfixes, they show as unlocked in the lorestone, but actually remain inaccessible (blueprint cannot be found again, and they cannot be made).

Thank you again, and thank you for being so active!

Beat the game on hard mode again; unlocked everything 100% ;-)Am I the first (vegan mode) again?

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Thank you for the quick fix!

While we're addressing bugs, I found a blueprint for the alchemist's pouch in vegan mode. It's also showing up on the lorestone as if I collected it, despite only getting the blueprint. So I see two potential bugs here: 1) Alchemist's pouch should be inaccessible in vegan mode because it requires leather (and should never be on the lorestone), and 2) equipment unlocks on the lorestone should reflect only after they've been crafted, not after the blueprint was found.

Edit: I think this is a regression; I mentioned it here: https://itch.io/post/12760351

Loving the Odd Della Robbia pickaxe =)

It's been many months since I touched this game, but I've been following the updates. I really love how polished and complete the game feels. Thank you for making this gem of a game!

Can confirm; iron helm + light radius also triggers this bug

That was me, lol

It's great that there's a roadmap for 1.0 =)

I hope the impossibility of hard mode is addressed at that point!

Oh wow lots of recent updates but I've been super busy; going to check them out soon!

Regarding the shield gain, instead of popping it up near the resource gain (and double yield/free dig message), maybe it could pop up in the new status bar, underneath the shield icon?

It's pretty hard, yeah. You need to get lucky with the restore cells/gems, as well as have the high shield as high as possible. I did my usual strat of using sanguine signet + snow boots until lava, then switched to winterheart and magmawalker, using one mageflare rune every seven depth to do optimal traversal. At the obsidian I swapped out winterheart and made it with 2 health to spare after several attempts. It's probably the hardest still doable challenge in the game, unlike all turtles beside Griddle in hard mode

Hint: bring one without digging it until you've reached lava

Oooh, no pickaxes! This should be interesting!!

Feature request: could you please add a small tooltip to show how much the quartz/gem contributed to the shield stack?

Loving her tiara btw ;-)

Platinum???

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Loving the Lorestone! I'm really excited for the future of this game!

UX issue: Alchemist pouch should not be hinted in hard mode

Teeny tiny suggestion: could you add a scroll bar on the side of the interface (of the Lorestone) to hint that you can scroll down?

Fantastic!!

New bug: free digs happen with titanium tools in water

Thank you for the detailed response. I completely agree with keeping the slot machine/important pop-ups open unless explicitly closed. They're special and unique moments that need the player's attention =)

I also understand the rationale behind ore behaving differently from fuel. It's a perfectly logical design as you've described it. On that note, I look forward to seeing how things turn out! And don't worry about bugs; I'll find them all ;-)

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On the topic of furnaces, this is more of a UX thing than a bug, but when smelting many ore and the last fuel runs out, it's not possible to add more fuel until the furnace is stopped (either by completing the smelt, using up the fuel, or by manually stopping the furnace). It would be nice to be able to add more fuel while the thing is still going. Also, it's possible to pull out all the ores/fuel by clicking them when the furnace is in a stopped state, but not in a started state. Perhaps this too could be deliberated further?

Another thing: when smelting, in the instant when fuel is "accepted"/used by the furnace, its count drops by one immediately. Taking out all the fuel still leaves some partial fuel in the furnace which is used up until the next fuel is supplied. This is a fantastic mechanic, and I love this attention to detail.

However, the same does not apply to ore. Partially smelted ore does use fuel, which is correct, but it does not use up the ore. The entire ore can be removed from the furnace even if it has been almost fully smelted. This feels kind of strange; I think the ore should disappear the instant the furnace accepts it. if the furnace is stopped mid-smelt, then the partially smelted ore should either disappear or remain in the furnace like partial fuel until the next ore is accepted.

Maybe above/below the progress bar a small icon could be shown to indicate which fuel/ore is currently in the furnace?

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Wow, you are on fire with all these amazing updates! Thank you so much for fixing all those bugs! I hope I haven't been too bothersome in reporting them, haha!

PS: Focus fully trained in both modes =)

ETA: New interface bug! If you click the slot machine and then click on one of the shops (Dojo, Bits and Bobs, etc) before the slot machine is done, and then you win something, the winnings interface is displayed on top (most of the time*). Clicking "close" on this winnings interface also closes the other interface**. This might be a really tricky one because of the way the interfaces come into focus/go out of focus.***

*Most of the time, because the furnace is the exception. When winning something at the slot machine with the furnace interface open, the winnings interface is placed below the furnace's interface, unlike all the other interfaces.

**Furthermore, closing out of the furnace interface doesn't close the winnings interface; it remains open. That's because the winnings interface remains open even when something else is clicked, making it exempt from this click away to close update. I think this is good because slot machine wins are important (as are new turtle unlocks*** and blueprints/unlockables), and I wouldn't want to accidentally miss out because I'm spam clicking the slot machine, haha. Which brings me to an idea... Thoughts on a "mega" slot machine option where you can bet more than 3 quartz?

***Haven't tested the extremely rare triple interface scenario when Reeler is won with a jackpot while another interface is open (too rare to trigger).

Oh thank you so much! I have 999 iron and copper ore, so this will make those useful again. I'm glad there's a lot more on the radar =)

Thoughts on selling bars/gems? I also have near-maxout numbers of bars and hundreds of gems, even after the recent updates...

I know hard mode isn't on the radar for now, but what are your thoughts on introducing Bits and Bobs in hard mode, just for the purpose of selling ore? Thoughts on selling gold ore?

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Magmawalker??

ETA: This is more of an annoyance than a bug, but when selling ore or upgrading in the dojo, the interface automatically closes upon the transaction completion. I think this happens when training level VI is reached, or when there is no more ore to sell. While there's nothing wrong with that being automatic, I think it's still a bit jarring in terms of UX. I apologize if this has been fixed with the addition of clicking outside to close; I haven't had a chance to test it yet!

Fantastic! Speedy as always!

And it's my pleasure =)

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Thank you for addressing these!

2, 3, 4. This bug is still present; I'll try to explain it better, haha:

When simultaneously regenerating and collecting restore from a low enough state, the regen stacks on the restore cell with the 1.5 multiplier, -1 for the dig itself. This is correct. When regenerating from an already overhealed state, the regen does not add any bonus, but the next dig costs -1. This is also correct, even when simultaneously collecting a restore cell while already overhealed. The problem is when regenerating upon collecting a restore cell that would have otherwise caused overheal.

Try to collect a restore cell that would cause overheal (maybe with 32/50 stamina; this should get Fern up to ~56/50). Next, try to do the same thing, but get the restore cell in such a way that your regen kicks in at the same moment you dig the restore cell. This will cause underheal (stamina goes up to 56/50, but regen takes it down to 50/50 instead of taking it to 55/50 or even leaving it at 56/50. 55 should be the correct outcome, because +24 overheal/-1 dig and no regen when already healed). The status update on the stamina bar actually shows -7 for this specific example, which seems like the regen is added to the overheal bonus, but all 7 stamina points are removed. It should instead show -1 and go to 55. The same issue was happening with the titanium free dig, but I haven't been able to check if that was fixed (requires luck, haha). The issue is still present when wearing Violetheart; the stamina will go up to 56, then 58, then -8 back to 50.

5. The Sanguine Signet bug was actually that the (30-4)/2 part was not being calculated consistently when below a depth of 50 with Fern; it would vary by some amount. I haven't tested if it has been fixed yet, so I apologize! However, Sanguine Signet's effect is still affected by the simultaneous regen bug

This is a fantastic solution; I sincerely appreciate how you take player feedback. You make this game that much more fun just by doing so <3

On this note, there actually is a rare bug in the sand section that I've been unable to find the conditions for; if digging under a resource, sometimes the resource will disappear (not just visually) and will no longer be accessible/diggable. It's happened only a handful of times, so I apologize for not having more information. It's definitely some kind of edge case in the game's logic.