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Ezzlar

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A member registered Apr 29, 2024

Recent community posts

(1 edit)

Ok, started a new game with v0.3.9. After running around for a day and a night slaying things I got this message in the log:

A bounty has been placed on your head in Birchforge. (who would possibly do something like that)

After that I entered a hut with a fisher in it to trade and check on quests. On right click I could only inspect the fisher and not trade. So I did the inspect thing and got the message in the log: bump into or right click to interact. When I tried bumping into the fisher I killed her instead of interacting. This was unexpected. 

Also there is that new box in the top right that says 'trespassing'. I think that's fairly new. I don't understand yet what that means or if that has anything to do with the fact that I would kill her instead of just interacting.

Oh, there is a problem with the XP bar in the top bar. With my 1024 pixel screen width important things slip off the screen now. One of them is the options menu; so currently I can not save manually.

Yes, that's the one.

Could have been worse. Could have said she had curls in her hair ;)

Oops, my last bug/suggestion report went into the comment section for the 0.3.8 upgrade. I hope someone read that. I don't want to copy that here for avoiding duplicate reasons. Was a middling to largish one though.

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Hey, great going mate! Just going right in:

  • The dungeon archer can shoot through walls. Could be an interesting game concept though if there was x-ray vision and phasing projectiles obtainable the cheesy way. In that case there should be a dungeon archer with a higher level that can do that though. 
  • Phasing beings can be attacked with physical attacks while inside a wall. Probably should only be attackable by magical attacks anyway - or by physical weapons with magical properties. 
  • Ghost knights do not phase. Or do they have physical armour that prevents them? Or are they just called ghost knights because they live with all those ghosts?
  • To wrap the 'phasing' thing up, I don't know really what to report and how to report as I don't know your plans for the game meta-physics. I hope you understand what I mean. Maybe better to raise that on discord.
  • I just picked up some penicillium roqueforti. So I hope I can finally start churning out some stilton. So this gave me the Idea that maybe some high tier cheeses could only be made in certain regions (as is the case with Stilton - that ironically may not be made in Stilton town). The Wikipedia article on Stilton cheese explains that quite well. Just as an additional way to make those high level cheeses more expensive to make.
  • I picked up another spell cheese and I don't know how to use it. Or assign it to a spell slot.
  • The first spell cheese was supposed to have 3 charges, but after using up one charge it didn't decrement any more; effectively giving me unlimited charges.
  • The lich king will not die. Or will die eventually after spam-killing it and making over 10k gold in the process. Was that squirrel that gave me that Idea? If you think that's fixed, maybe I still got an old version of the lich king as my current run was started at version 0.3.6. Maybe I need to die myself to start over ;)

Sorry, about the last one I didn't pay attention. The lich king did not die at all. Just clicked myself up another 30k gold. Is that because it's a lich? Does it require a special weapon. In that case it shouldn't give me that much gold though.

Pity, I don't have the time to write any more. So - later more.

Ok, some more. 

  • while cursed items can not be removed from the equipment slot, you can equip another item for that slot from the backpack. This removes the cursed item. I don't know, I have not figured out yet how to un-curse items the intended way, so this bug has been rather useful for me so far ;)
  • In the log it said I learned to make the knight but received the sentinel. Also bomber in log adds the sapper

I need to go, so it's a short one now. More tomorrow.

Oh Tim! I love it so much:

1. Numberpad: now I can move just with the number pad. No pop ups on (previously obligatory) mouse over any more - unless I use the mouse and I want them. And then they are very useful too. 

2. Compact back pack option in the options: when I enable this option everything in the back pack is visible on my low screen resolution. And I hope for all the others it's still fine too if it's not enabled. I just wanted to say it's working here!

3. the dungeon walls are very visible now. This makes so much of a difference. @sometimesihavequestions seemed to have recorded the same issue and I hope they are chuffed about this being sorted as much as I am.

4. The shadow wolf/ dire wolf pop up issue is solved here.

... I know I didn't mention everything that you sorted as I didn't get around to check yet. I'll try to get you some more for tomorrow.

You actually need to sleep? I don't believe a word you are saying ;)

Whoa, 0.3.7 out already! How great is that. And so many things have been done.

Bugs / suggestions (this is still from the run that was initiated at v0.3.6)

* "Quest offer cleared. If this was unexpected please report". Reporting. This happens when I open the quest window and do nothing for a while. When I hurry to accept the quest it works just fine. Also when I step close to the NPC and do a mouse over it tells me I am talking to the shopkeeper. However when talking or opening the quest window I am talking to a Patron. Inspecting gives me information of the tavern keeper again. This happened in a house, neither in the shop nor in the tavern. I went into the shop afterwards and there was the 'real' shopkeeper with whom I had a quest to turn in. Also the village Mosspire doesn't have a tavern. So there shouldn't be any patrons in there?

* On quests / quest overview. It currently tells us what faction the quest is for and the quest type. Once resolved it also tells us the location to turn the quest in. Could we have the location and NPC name of the quest giver in the quest overview as well? 

* Example shopkeeper, but this also appears to affect the guard. Sometimes they appear not to be where they are supposed to be. When I enter the shop and the keeper isn't there I just walk around the shop and after a while the keeper seems to appear out of thin air.

* When you step to a water tile it says in the log 'I for inventory. R to refill'. When I press R I get the bridge building activated and no pouches refilled.

*  Ranged weapons: when pressing F and there is no target, when pressing F the second time then it says 'no target there'. Imo it should also exit the aim mode at this point. This would make for a lot smoother game play.

Tim, you are doing such a great job here and the way you keep interacting with us is really motivating. I can see how there are everyday more people helping you out with the bug hunting :)

There are a lot of things you are doing right here!

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... Ezzlar needs cheese to get through his working day ...

Sorry ;)

Your game concept is a hilarious response to the over abundant and mostly useless legendary cheesemakers in dwarf fortress.

I'll dive right in: I am at version 0.3.6. Playing adventure mode. Bugs:

* in a dungeon the dungeon walls are displayed the same as dungeon floors. This is very confusing.

* when next to a fire in the right-click menu you don't get the option to purify your dirty water any more. You can still purify in the inventory but I feel this is an inconsistency.

* My day-night cycle is somehow off, possibly after staying a while in a dungeon. It's midday but the font is purple and I've got night creatures all around. 

* The pop up for dire wolfs (and presumably shadow wolfs as well) doesn't display anything visible.

* I'm playing on a fairly low resolution. The contents of the backpack are very jumbled together so I can't read anything and sometimes don't get the context options as soon as I get more than four items. Maybe this could be solved with an option to change this to a single column in the options?

* On the number pad I can only step into the four cardinal directions. Currently the only way to do NE, SE etc moves is with the mouse. Could this be added so we can play more with the keyboard?

* The only way to visit the tavern owner is to destroy the wall to his apartment. Is this intended or waiting for a bigger change?

* In one house there are too many people and no space. Sometimes one steps out, If you hurry in then you may get locked in. Similar issue / workaround to the tavern owner.

* In the inventory there are stats displayed on mouse over for backpack items. Imo these should also be displayed for equipped items.  

* When you equip items that increase your HP and you get attacked by an enemy, the battle log says something like x hit you by 1, 44/20. So the reference here is not your current max hp but the base max hp.

* When building a bridge in the lake, the bridge elements block your view.

Oh and thank you for all your great work. I'm amazed by the progress you are making with this! 

Great game! Found a bug however. When you build an archer tower directly with the armory it's not shooting arrows and doesn't display the defense value and attack range information when you click on it.

I'm currently trying to build the monument. Seems to be the definite challenge of the game.

I think this an important part of the battle mechanics though.  Basically something that makes the game different. I like it.

Ok, found a bug. If you replay the game (to try a different character par example)  the upgrades don't get reset. This makes the second run too easy.  Playing on firefox.


Great game though.

Was the pun intended to have tree-chan as a chest-nut? Or is it just my dirty mind?

I love how you use rpgmaker for those un-rpgy things and make it work by completely thinking out of the box. Some of the best jokes come just out of how you abuse the tool; like those granny chats that keep you from serving your customers :)

That battle system is just great!

Not sure why, but the text is too small to read :(

I am too daft to find how to create water tiles. Or Firestones.

Thanks. Had a good laugh!

SPOILERS, please don't read before you've beaten the game:

The inside game has everything that players always ask for but developers shouldn't implement because it destroys the game:

  • Oodles of golz: just, here you can't do anything with it.
  • No grinding to level up: in fact there are so many unchallenging battles that you'll do anything to avoid them. Namely fighting that bat / slime combo after receiving the hilarious reward for doing the bat meat quest.

This really got me on the last puzzle. I've been running about trying every combination with the levers and I just wouldn't do the very simple thing I had to do to sink the spikes around the one lever, you know which one. Really got me there.

Ok, just triggered the same bug. Same line of code, same vars... Also on the web version if that makes any difference.


Tought me to look up how to save this game :)