It looks like a problem between the data saved in your game file and the way the new features added to the game are working. I've added a button on the top right of the screen that opens a support form. Could you use it and send me the unique ID it generates? This will help me resolve your issue. Thank you, and sorry for that bug.
caprog
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Thanks for the information!
What you've mentioned is more of a UX (User Experience) problem:
- Health Potion Quest: The quest requires you to have a standard Health Potion (not a minor or superior potion). Currently, there are 4 types of potions:
minor health potion
health potion
greater healthpotion
major health potion
- Rarity 4 Item Quest: The quest verifies that you have a Rarity 4 item in your inventory or equipped. I should clarify that quests are based on the present status of your character and inventory and do not consider whether you had an item X in the past. That is to say, the history of items you owned or didn't own is not analyzed. For example, if you had a Rarity 4 item before, because there's no history system, the game can't know this. Of course, I could infer the information since you have level 5 gear, but it wouldn't make sense to present that quest as validated. The idea is to present a quest that you can complete by merging items or by farming to earn extra money and loot. I may eliminate this type of quest in the future when I have a database with more variety of quests to show the player.
I'm open to your suggestions!
Apologies for the trouble and the delay.
It is indeed a bug in the way the next enemies are generated. I've updated the enemy generation process, and it now works through a quest system. The way to access a new enemy is now by completing a quest which you'll see in the 'Quest' section.
The quests are random; you will always have a minimum of 3 different visible quests and one quest you can launch manually every 5 minutes. Normally, the maximum number of quests is 4. Something to keep in mind is that not all quests unlock an enemy; most only give money and/or loot.
The addition of this feature shouldn't interrupt the progress you had with your character, but if anything like that happens or if you find a bug, don't hesitate to ask me so we can fix the problem.
Have a good weekend!
Hello! I guess you're talking about the YouTube video they posted further down. The video shows an earlier version of the game; in the current version, you need to earn enough money during the game so that at the end, you can buy upgrade coins. With the upgrade coins, you can purchase upgrades that have a green button. I hope this helps. Thank you for your comment!
Hi Bogudan! I saw that you left a negative rating and a comment saying that my game did not load when you tried it. Could you please try playing it again? (Sorry if I'm posting the comment here, but Itch.io doesn't allow replying to someone who only leaves a rating).
I'm looking forward to your feedback on my prototype game!
https://caprog.itch.io/two-mins-incremental
Thank you!
Excellent travail : bonnes animations, sprites et idée. D'un point de vue technique, vous avez bien compris les fonctions de base de Godot. Continuez ainsi. Si vous souhaitez vous améliorer davantage, vous pouvez participer à des game jams comme la Godot Wild Jam qui a lieu une fois par mois sur itch.io, ou tout simplement en travaillant sur des projets de votre côté. Claudio.
Good game!
I actually made one using a similar technique in Godot 4. A Tamagotchi-style game with cats :)
https://caprog.itch.io/pet-charm
Thank you for commenting! The cat gets angry every time you wake it up from a nap or try to heal it when it's not sick. In the game version that I couldn't export, the cat can get sick, so there you can heal it and gain happiness, but in the current version, unfortunately, the healing function doesn't serve much purpose :(
Thank you! In the final version of my game, which I can't export, it has some additional animations and mechanics. The cat can get sick, can die, and keeps track of the time spent with it. Yes, initially, the functions of renaming and customization were planned, but due to a lack of time and technical issues to achieve the effect of playing without the normal Godot game window, I had to cut many features from the game. I take note of what you said and will see if in the future I can add these functionalities
Regarding your game, I can say that it has a very nice pixel art visual style, and everything works perfectly.
One thing that could be improved in the game is providing more visual cues for interactive elements on the screen. For example, I liked the background of the main menu, but it took me a few seconds to realize that the menu was on the left side of the screen, and it seemed like part of the game's background. Then, in the hospital scene, it took me a moment to figure out how to interact with the doctor using the mouse pointer: I clicked on the doctor who told me to interact with the one on the other side of the counter, but to interact with him, I had to click on the counter in front of him. Perhaps this can be handled differently to simplify interaction with him.
Wasabi, this is a masterpiece. You've turned a simple RPG game into something that has a life of its own and interacts with the player in unexpected ways. When I saw the Pokémon-style graphics, I thought this was just another game trying to copy the style, but it wasn't. You managed to break the paradigm of a typical RPG game. I can only wish you success with your game and look forward to seeing the full version soon ;)








