hehehe "hard on".
Thanks for the update :)
Cley Faye
Recent community posts
Yo.
On version 0.5.5.4, is it just me or are the fight during exploration completely busted?
Issues I'm getting:
- armor stacks on the player are removed *before* the enemies attacks, making them useless.
- enemy "tell" (the circle with their next action) is broken; for example, if it shows a shield, when I end turn, it changes to a sword AND the enemy attack at the same time. It is consistent with all enemies, all the time.
- this same hint circle is sometimes broken and display a number like "5"
- some attack animation just won't play. Mob stays here, player life goes down
- losing a fight gives the error screen with a NullReferenceException (pasted below). This happens seldomly in some fights, but consistently in the goblin mama fight. I mean, the boss in goblin forest.
- some elements in the UI overlap during fights (like the wand effect and buttons in the top-left corner), buff/debuff description are behind the UI
It's weird. This makes shields unusable, strategy impossible to plan, and just kick the player out of some fights
NullReferenceException: Object reference not set to an instance of an object.
JourneySystem.Battle.BattleModel.TurnEnd () (at <00000000000000000000000000000000>:0)
JourneySystem.Battle.BattleModel.DoNextTurn () (at <00000000000000000000000000000000>:0)
JourneySystem.Battle.BattleModel.NewRound () (at <00000000000000000000000000000000>:0)
JourneySystem.Battle.BattleModel.DoNextTurn () (at <00000000000000000000000000000000>:0)
JourneySystem.Battle.BattleModel.TurnEnd () (at <00000000000000000000000000000000>:0)
UnityEngine.Events.UnityEvent.Invoke () (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()
People… the game on Steam, while it's the same core gameplay, is completely redone. See it as a sequel or a remake if you will. Also, the itch version is not going anywhere.
Also also the game's like $3. And it was heavily discounted. Actually complaining about it costs yourself more of your time than the game itself.
Hi.
Game is nice, but there seem to be some issues. For example, when showing the box to Victoria after renovating a part of the academy, the two option seems to lead to the same dialog, with the same outcome on the character page. And I think the same thing happened a bit earlier with another character.
Interesting game. Taking pictures of anomalies is a nice change from the usual formula, but the game have some issues:
- it's too lenient. A limit to taking pictures on each floor would be good. As an alternative, a limit to "bad" pictures that would trigger a reset after a while (with some feedback in the elevator) would also work at making the game a bit harder
- the base level layout have some issues, with items going through other, etc. which are distracting from actual anomalies
- movement really should be smoother
Still, fun to play.