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Bwan1

16
Posts
1
Topics
203
Following
A member registered Jun 29, 2024

Recent community posts

(1 edit)

I think this is a great change compared to having it be turn based since now the the warning sign doesn't trivialize the gameplay aspect. I'm looking forward to seeing what ways you are able to spice up the gameplay and scenario in the future and looking at your previous work with Barely Working, I have a lot of confidence this game will turn out great.

I'm not sure if I'm missing something but as far as I understand it the game has no sounds right now, so some feedback would be to potentially add different sound effects into the game for when you the player is having fun with Jennifer and based on what David is doing at the current moment that are somewhat quiet so that the player has to keep a careful ear out to react appropriately. I think this would also help separate the game from Barely Working which is also a decision based point and click experience.


Keep up the great work!

my game crashed on dialogue option for hint or no hint at the start and wont reopen now anyone have any thoughts on why?

read point 3 properly they are pointing out some cards have the disabled attribute on a majority of their arts eg. nicole has disabled on normal, busty and naked & busty and that it would be nice if all cards arts had attributes because even though again nicole is a 3 star card her lack of attributes makes a maxed nicole arguably worse than say a maxed 2 star card with a useful attribute like ball hunter or guardian

Found it tysm

(1 edit)

Where is the 4th new scene? I have gotten the generic shield/archer knights, the red hammer knight and Cassandras scene but cant find a 4th one

How am i supposed to get 2 skull enemies together is it pure luck to have 2 tombs on 1 floor or is there some other method?

Does anyone know if the dev has posted any progress updates anywhere

when I say rapidly increase I mean the the score will go from whatever number I have it at e.g. 87 and just keep increasing well into the thousands the most I've gotten so far from this was up to about 9400 even though after the end of the 5mins I receive a normal amount of upgrade souls. Another thing I found is that unless I find enough of the roof guys to trigger their scene I cant interact with anything else when this glitch happens.

whenever i collect the souls with it following me ands the laugh goes deeper the score just glitches out and rapidly increases and the black ghost dissapears

does the black ghost with wings have a scene? if so how do i trigger it

Yea i went through the animation post fight but then later when I checked the gallery it was still locked. Also is the ghost just an enemy you find in the random encounters bcos if so if just been super unlucky the

Anyone know why I dont have the toilet keeper animation unlocked even though ive beat her also how do I get the art that is 3rd from the top

Overall great so far only problem I have is that I feel like some of the scythe guys are pretty hard to get to without losing half my hp I think a long cooldown dodge that requires good timing would be a nice addition to be able to more easily gap close against some enemies

After micropatch fixing the dire helm crit bug I can't update the game to that patch for some reason no update shows up anywhere even in properties on steam

I had an error code appear not sure what else to do with it but post it in comment section here.


Code:

NullReferenceException: Object reference not set to an instance of an object.

MetaGame.CharsCore.BodyPart.<GetCurrentState>b__7_0 (MetaGame.CharsCore.BodyPack x) (at <00000000000000000000000000000000>:0)

SystemExtentions.TryFind[T] (System.Collections.Generic.IList`1[T] source, System.Predicate`1[T] predicate, T& result) (at <00000000000000000000000000000000>:0)

MetaGame.CharsCore.CharacterView+<GetBodyStates>d__23.MoveNext () (at <00000000000000000000000000000000>:0)

System.Collections.Generic.List`1[T].AddEnumerable (System.Collections.Generic.IEnumerable`1[T] enumerable) (at <00000000000000000000000000000000>:0)

System.Collections.Generic.List`1[T]..ctor (System.Collections.Generic.IEnumerable`1[T] collection) (at <00000000000000000000000000000000>:0)

System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) (at <00000000000000000000000000000000>:0)

UI.Dialogs.DialogViewsController.<GetSaveStates>b__19_0 (MetaGame.CharsCore.CharacterView x) (at <00000000000000000000000000000000>:0)

System.Linq.Enumerable+WhereSelectEnumerableIterator`2[TSource,TResult].MoveNext () (at <00000000000000000000000000000000>:0)

System.Collections.Generic.List`1[T].AddEnumerable (System.Collections.Generic.IEnumerable`1[T] enumerable) (at <00000000000000000000000000000000>:0)

System.Collections.Generic.List`1[T]..ctor (System.Collections.Generic.IEnumerable`1[T] collection) (at <00000000000000000000000000000000>:0)

System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) (at <00000000000000000000000000000000>:0)

UI.Dialogs.DialogPanel.UI.ISavablePage.GetSaveState () (at <00000000000000000000000000000000>:0)

System.Linq.Enumerable+WhereSelectEnumerableIterator`2[TSource,TResult].MoveNext () (at <00000000000000000000000000000000>:0)

System.Collections.Generic.List`1[T].AddEnumerable (System.Collections.Generic.IEnumerable`1[T] enumerable) (at <00000000000000000000000000000000>:0)

System.Collections.Generic.List`1[T]..ctor (System.Collections.Generic.IEnumerable`1[T] collection) (at <00000000000000000000000000000000>:0)

System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) (at <00000000000000000000000000000000>:0)

Cores.Save.GameSave.SaveGame (GameCore core) (at <00000000000000000000000000000000>:0)

UI.Saves.SavePanel.Save (GameCore core, System.Int32 index) (at <00000000000000000000000000000000>:0)

UI.Saves.SavePanel.OnSelect (UI.Saves.SaveSlot obj) (at <00000000000000000000000000000000>:0)

UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <00000000000000000000000000000000>:0)

UnityEngine.InputSystem.UI.InputSystemUIInputModule.ProcessPointerButton (UnityEngine.InputSystem.UI.PointerModel+ButtonState& button, UnityEngine.EventSystems.PointerEventData eventData) (at <00000000000000000000000000000000>:0)

UnityEngine.InputSystem.UI.InputSystemUIInputModule.ProcessPointer (UnityEngine.InputSystem.UI.PointerModel& state) (at <00000000000000000000000000000000>:0)

UnityEngine.InputSystem.UI.InputSystemUIInputModule.Process () (at <00000000000000000000000000000000>:0)

UnityEngine.EventSystems.EventSystem.Update () (at <00000000000000000000000000000000>:0)

UnityEngine.EventSystems.EventSystem:Update()