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A member registered May 01, 2024

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Thanks for playing, good question. There's a simple system in place right now - if you take the full class you get a certain amount of XP, if you take a partial class (after time = 10 in the morning i think) you get a reduced amount, 3 instead of 5 or something like that. I'll probably expand on that later and make it a little more complex

I understand - the restriction is mostly on my time and effort. Most of the time players don't need more than one shield in the same day, and it's easier for me to put all the logic together as one "create shield" operation that can only happen once per day and makes the best shield possible instead of having multiple once per day shield-making options. Part of the once-per-day restriction I think was from an early simple version of my daily reset logic, which is now a bit more robust and able to remove multiple shields from Graham's inventory, so maybe I can just remove that restriction. The best (but most work for me, for honestly pretty minimal reward) would be to only let you craft a second shield if you are able to craft a better one than you did previously. I'll think about this and maybe add something in to the blacksmithing / woodworking updates that happen in the future.

Right - adding stamina cost to those activities would either be barely noticeable, or it would be a burden to the player having to manage another system that's not really connected to the fun parts of the game

Thanks for your feedback - please use the bug report form here. Whip fern not disappearing is definitely a bug and I'll look into that, but I might forget and that's why I like people to submit bugs.

- You can only craft one shield per day, so if you've already crafted the mighty shield you can't make the epic shield. it should default to crafting the best shield possible, if that's not working I can take a look

- Stamina is one example of me trying to make rpgmaker do things it doesn't naturally want to do, so it's a little janky in places and I'm trying to fix that without breaking the whole thing. What's supposed to happen is that you use stamina while fighting and then it regenerates like health by walking around or at the end of combat turns. Eating breakfast does increase your max stamina for the day, but it might take a minute for that to update correctly. I'm split on using stamina out of combat - it's thematically appropriate, but might not make for the most fun gameplay. Still in work in progress, and thanks for your thoughts!

What exactly happened when you tried to download? It seemed like itch was having some connectivity issues earlier today; if there's a windows anti-virus thing warning you about .exe files you should be able to tell it you trust the file (you might have to click on "more info" first?).

Downloading works fine for me, and other people seem to have gotten it as well.

Just an update here: still working on 0.2 release and squashing bugs. I've been adding some new features for testers so it's easier for them to get to the stuff later in the game that's being added. This should make testing easier as the game moves forward and catch bugs easier so the "official" itch release is smoother and doesn't need multiple bugfix patches. I expect 0.2 to be stable and release on itch sometime this week.

Thanks for playing! At the beginning of the game, you'll form a party with one of your classmates on the 5th floor, but other teammates can't be added until you get to know them better. You improve your relationship with classmates by talking to them and by taking classes with them. Everyone has a favorite and least favorite class that affects how they feel about you as well.

If you like history and geopolitics lore, you might enjoy my other game, EconoKnight (also on itch, here; currently on development hiatus as I work on this game). Learning Curve is going to be light on those elements, but you'll definitely start to get a little more about the Empire and the history of Clearwood in the next couple of updates.

yep, good feedback. when the new version is out you'll see that there are some different enemy attacks, for example one that deal s guaranteed but low amount of damage so it should be good for training toughness. the numbers will get shuffled around for sure, i'd like regeneration to be more relevant so overall hp value probably needs to be higher

good question - I think it's because itch doesn't like the .exe attachment? I've been meaning to reach out to itch.io support about this, but I know they've been a little busy lately...

I wouldn't recommend using the 0.15 save, but I'm not aware of any reason there would be issues with a save from 0.1.6b to c

Well there's two things going on here. #1 is that I'm not focused on game balance right now. #2 is that as a time looper, you're going to fight enemies that are way beyond you and then later on you've grown past them. I'm trying to make sure both of those situations exist, so for any particular fight or enemy there's only a very narrow window where it's an evenly matched challenge.

Yeah, that whole area isn't done yet I'm gonna have to fix it up and add a lot of stuff there

Talk to Lewis at the lumberyard (you'll need to have the convo with Simon first), then on a subsequent loop you should be able to talk to Mr Harris in the morning before he goes to work and get access to the books. If that doesn't work, then let me know exactly what you're doing and I'll see if I can figure out what's going wrong.

Thanks for playing and for your feedback! I'll take a look at the swimming locations, might be some messed up numbers there. In general I know there are a lot of balance issues, and I'm more focused on getting content added now and game balance will come later. There will be stronger and more varied enemies to train your skills against in the future.

Thanks for your feedback - I'm not sure how exactly I could implement that within RPG Maker VX Ace. My advice for now is to pay attention to what you're doing :)

Hey, thanks for playing! Physical Fitness and Combat Mastery are the skills that will affect Agility (which determines when you get extra actions in combat)

Sorry, I'm not really sure what you're asking. Are you having trouble with something? The game is made in RPG Maker VX Ace, and the crashes that are happening are due to me trying to to some things with damage over time that the game isn't really made for. It's an ongoing process for me to get that working without crashing, and I really appreciate all of my playtesters on the SSG discord and here who find edge cases (and sometimes very common cases) that cause crashes so I can get things working.

Unfortunately some crashes may still happen, but that's exactly why I thought it would be helpful to add the autosave. I'm tracking known bugs but don't plan on pushing another bugfix update unless there's something major I need to correct.

Not unlucky, that's on me. I thought I had fixed that issue but it's still there, I'm gonna see if I can hotfix to at least get something stable, even if it doesn't work exactly as I want.

a few quick replies:
- When you finish fighting fire, if you gained the burned condition during the fight, the blacksmith will automatically trigger the dialog that gives you a burn salve.       -- This is intended, that's how you're supposed to learn about burn salves

-After learning mana control, you can use the mage guild door as training until level 10 with no time spent. -- good catch, I had noticed that in my testing and then missed a step in fixing it.

- When crafting an axe shaft with menar wood, it crafts a shield instead. -- yep, this is an easy fix I thought I had done a while ago.

- When you are fully able to eavesdrop on the conversation at the tent, there's no way to read it again. This is relevant because i accidentally skipped past it. -- people were finding it annoying to keep seeing the same thing if they were just trying to level the skill, so it should only repeat once per day. I'll double check, but eavesdropping the next day you should get the conversation shown again.

-I would also like a skill page to view all skills instead of having them pop up one by one as dialog. --- yeah this is on the wishlist, it's difficult within the constraints of RPGMaker VX Ace to do this without spoiling skills you haven't unlocked yet.

- I would also like if you made a bug report page. -- Yes, I would love to do that, I try to keep up with comments here and in discord but I'm working on a better solution.

Thanks for playing, and thanks for your extensive reports. I'm taking notes and when I get some time in the next few days I'll check everything out and let you know what's up. If you join the Stubborn Skill Grinder discord, I have a channel there where I post early builds for testing and bug finding.

The acolyte at the reliquary will mention the mage's guild if you ask about advanced magic. In order to learn healing magic, you first need to unlock the Regeneration skill

Hey, thanks for playing. I'm aware in 0.1.6 that there's a crash that can happen when you're on fire - the damage over time out of combat has been disable until I can figure that out (see the current downloadable version 0.1.6a). Can you let me know if that's what was happening for you or is it something else?

Ah okay. I'm aware of issues with the guard blocking the passage, that should be fixed in the update coming out tomorrow.

Thanks for playing! Sorry I missed this comment for a couple days. I wanted to get guard allies in this update, but there's a lot of back-office stuff with how I've been messing with the game engine as a primarily single-character game that I have to work out how to undo to add allies, so not yet.

Generally speaking there's no benefit to having skills over level 50 right now, but there will be more blacksmithing and other unlocks for higher level skills in the future.

For the mine bug, can you give me a little more information? I haven't heard that one before and I'm not seeing anything obvious that would cause issues there.

Thanks for playing! Right now the only hint on what to do about burns will come from the blacksmith, but I'll look at putting in another hint earlier. Some parts of this game are intentionally a little bit of a puzzle, but I don't want it to be too hard to figure out. The way fire damage works (in the current public version you're playing) is that it's 15% of your max HP each turn, and Fire Resistance increases the chance of the "on fire" status to end (and turn into "burned"); it also decreases the initial damage from fire attacks. In the new version I'll have out soon, fire damage per turn will be reduced based on your Fire Resistance skill (and Fire Resistance still does the other stuff too).

thanks for playing! each activity that trains a skill has a cap - you can't become the strongest man in the world just by doing pushups in your room, and you can't become a master blacksmith just by making one or two things at a local forge. Right now the cap on lumberjacking is 70; the new version of the game I'll be releasing soon already has a lot of added messages letting you know when you've reached the skill cap from a particular training method.

early access is in the Stubborn Skill Grinder discord! I've got my own channel there, it's pretty nice

Hm, I don't think anything in game should be causing movement at that time. Seems like it could be an issue with RPGmaker reading your keyboard inputs.

did this happen just after starting a new game when you appear in the house? The default controls are arrow keys for movement, Z/X for action buttons. If that's not working and you're sure your keyboard is otherwise working fine, please give me any more info you and and I'll see if I can troubleshoot. Otherwise, thanks for playing (and don't go too far because the new update will be out pretty soon)

Doubly so for this change. I may add in a quick check on reset / waking up at home that tries to clean things up a little if you have an old save, but you'll have 0 combat mastery and as always there may be more bugs. All of these builds are work-in-progress, and my goal is for the 1.0 release to work and not be buggy for games started in 1.0; everything up until then I can't promise smooth transfers from one build to the next.

Thanks for playing! With alchemy at level 12 you should be able to talk to Emmy and understand the recipe, then gather the ingredients and try it out yourself.

The other things you mentioned aren't in the game, yet, but there's plenty more to come in future updates.

Thanks for playing! I'll look into that, that might be difficult for me to solve if it involves core RPGMaker features around combat display.

Different activities have different caps for how far they can increase a specific skill - I need to do a good recording of all those caps and adjust them.


Being knowledgeable about your enemies in a fight also gives you some slight increases to your stats, which could get you another action.

"Brace yourself" basically just means you're taking the full damage. Theoretically it's possible to survive that but it's not really likely with the content in the game right now. Using "Mighty Chop" to cut down the tree does make all of the survival options easier than using regular chops.

Physical Fitness increases your Attack, Defense, Max HP, and Agility. Agility is what gives you more actions in combat. If you are On Fire or Burned, your agility is penalized so that will usually take away an extra action. High levels of Physical Fitness will give you more actions.

You're asking a lot of questions, I'll try to address what I can. I have some more quality of life changes I'll make to reduce the amount of repetitive text you have to click through while training skills. Next update I also should have messages added in when you've reached the cap of a training method, so that should be more transparent.

Thanks for playing! Different areas can level up your swimming skill different amounts, the well isn't very deep water so you may have already passed the cap for swimming skill there. You shouldn't be leveling up THAT fast though, so I'll take a look and see if I made an error there.

Thanks for playing, good catch. I changed his interactions a bit to avoid repetition, but looks like I missed an edge case. I'll have that fixed in the next update.