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Euphionia Studio

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A member registered Oct 01, 2020 · View creator page →

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(16 edits)

The items marked with a ☑️ are done on an internal build but not yet rolled out, crossed out items have been done and rolled out.

  • Many Sound Effects are missing, these will be added in the coming days/weeks☑️ 
  • A few Animations are missing or bugged. These will be added/fixed ☑️ 
  • Shop items collisions will be expanded to fix difficulty clicking
  • A tutorial mode of some sort may be implemented to better introduce the game mechanics
  • Some missing/bugged battle text will be added/fixed
  • "Room 12" Text appearing where it shouldn't, will be fixed 
  • There are walls which visibly clip through each other, causing a flicker effect in places. I'll address as many of these as I can locate.
  • A couple inns/restoration points will be added.
  • Status effects stick after dying and reloading the save. This will be fixed shortly. 
  • Equipped badge may stick after deleting a save and start a new game. This is being investigated and fixed.
  • The Buttons in the cave entrances will be slightly relocated to be more easily seen 
  • The Puppet enemy can revive Chlorocata instantly. A minimum time will be added.
  • The ability to keep moving forward while holding Up will be added ☑️ 


  • Found after 0.1.1 release:
    • Attempting to buy herbs pre-level 8 actually adds a potion to your inventory.
    • Sometimes the wrong graphics are loaded for the player in the HUD. This will be addressed.
    • The Final Boss is missing text for several actions, this will be addressed.
    • A bug causing items to not load properly in the final battle has been found. I'll fix this ASAP and rollout a patch for it.
    • Found a bug where closing the item menu too fast could result in lost items.


  • Found after 0.2 release:
    • A bug has been found with the "heavy" condition not timing out. this will be fixed ☑️
    •  Dark Bonken's Skull attack is bugged and never bounces. this will be fixed ☑️

Any Bug reports or feedback can go here!

There's a reason I added fully customizable controls, everyone prefers their setup differently, and this was anyone can play however they like. One thing I could try to do is add a sign of some sort at the beginning of the game to show the player's "current button mapping" or something like that. Like a list of all the actions and what button triggers them. 

"so I think I have beaten every boss, including the deep sea thing far to the east.
Is this game over then?" this build has 4 bosses(Still wip). One in the Forest, One in the Mines, one in the Desert, and one in the Ocean. If you've beaten those, then yes. 


""key item" section" Game is still WiP, the Key Item Section is only a placeholder(explained in the game description). No worries, by the time the game is finished, it'll be fully functional.


"only found like 2 outfits from what I can see." There are currently 3 outfits, the third(fully optional) one is in that body of water to the west at the start of the game. It's supposed to be a "secret" item of sorts. 


Thank you again for all the input, I'll strongly consider all of what you've said when I work on the next version. Explanations are something I've struggled with for a while, because I'm trying very hard to not "hold the player's hand" as they say. I tend to lean too much into the "figure it out yourself" direction and I should really find a better balance. 

(1 edit)

"not make it onto the cliff since its too far away." Are you holding the run button for momentum?


"barely through the water to the item there but then drown". I should add some sort of explanation, the western water area is meant to be accessed once you have a way to breathe underwater(which you get later). The item collected there should be #4 in the Equip sub-menu. I'll be sure to add some type of warning or hint there! Thank you for the feedback 👍

(1 edit)
  • Second player doesn't interact properly with some objects, known objects include:
    • Pushable blocks in the great tree
    • Minecarts in the Mines
    • Torches in the Mines
    • Rocks in the Mines
    • Save blocks, People, and Doors are intentionally non-interactive 
  • The Camera in 2-player mode doesn't react well to every environment. in some areas, this causes:
    • Unusual movements to background objects
    • Ability to scroll in areas where the camera should lock in place
    • Fast paced scrolling between portals 


  • Prompts above/around objects sometimes trigger when they shouldn't