Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Fancy Fish Games

207
Posts
1
Topics
862
Followers
A member registered Jul 03, 2014 · View creator page →

Creator of

Recent community posts

Huh, I wonder why? Maybe she was busy with something else? If she'll accept the quest if you give it to her directly, then she'll take the quest when she checks the questboard, but it's possible she never got a chance before it got too late.

Since they are a fake item, that won't let them disappear - but it will once I post the update (so you can get rid of them).

This is a known bug caused by batch cooking with some items having higher quality than others. I have a fix ready, and it'll be live in the next update.

Ah, if you plant a crop right in front of a door, that actually counts as indoors (hence why the roof disappears when you stand there). I'm not sure how important this is tho - as why would you plant a crop right in front of your door?

You can mark multiple areas you want (the minimum cost is based on the size of the region, so it's more or less the same cost for a few small areas vs one big one if you want an irregular shape). It'd be complicated to exclude individual tiles, but I could just add a rule for no planting crops in the corners around trees/blueberry bushes.

Sure - send me the save file, and any steps needed after loading to see it happening (you can e-mail it to david.m@fancyfishgames.com)

Tamed creatures cannot attack their owner - if you attack your tamed creature enough times, the taming ribbon will break and they can finally attack back, but that doesn't sound like what's going on. Currently, there's no way to revive creatures - that's a planned change, but if sally died she'd be gone for good. The teeth are just a daily drop for swampjaws.

As for grudges, they do fade over a few days, but yes, creatures can remember you attacked them or stole their eggs.

Villagers can be killed, but not permanently (death revives them the next day). I need to make this clearer by adding a gravestone where the NPC dies and you can ask Death about it there. Iris should re-appear the next day, unless she dies again (if a lot of afowl make nests in her territory and attack her as soon as she awakens, it's possible). I'd watch her location (in the relationships tab), and if you go to her location and there's nothing there, she died that day.

The error has to do with your save file quota, not memory, so it can't have anything to do with other tabs being open. But, I did realize that the quota is set per domain - in this case itch.io. So I don't get 5-10mb for Witherspring Wilds, itch.io gets 5-10 mb for all browser games and site cookies total - if you play a lot of games on itch.io, that could easily fill up! A simple solution would be to play on a site other than itch.io (like our homepage), or to clear cookies on itch.io to reset your quota (but beware, this will delete ALL your save files across all games on itch.io, so make sure to back saves up before you clear cookies).

Yeah, the sprites would need to be redrawn (and the player would need sleeping directions to rotate beds). But I think beds, tables, and bookshelves are worth rotating - maybe a few more.

NPCs can die, and they revive the next day same way you do - I'm thinking of adding a gravestone where you can ask death about it to make it clearer.

That sounds like a pretty normal save file size, and should be well within the default quota for most browsers. Worst case, you can always try the downloadable version.

It looks like your save file (slot 2) is larger than your browser is willing to store - it varies per browser, but there's nothing I can really do on my end. You can export the save and re-import it by dragging it into the browser window, or try to increase the quota (even large saves I've seen are less than 100kb, and quotas are supposed to be 5+ mb, but maybe your browser is more restrictive?

You just need to select the research item you want to research - then it will progress every day. Unless it says no research selected, you're all set, just go to sleep haha.

I loaded your save, and as expected, she died of old age as she randomly spawned really old. I'm gonna change it so she always starts young in new saves - that should fix it!

You can import saves by dragging the .gensav file into the game window - I'll add a note about this in the next update.

I'll change it so seeds aren't movable, that does seem like a problem! I wonder what happened to sally, are you sure she's not hiding in the pond? It's possible she died - but if so, Iris should probably say something! Mind sending me your save (e-mail it to david.m@fancyfishgames.com)?

Iron/steel isn't usable in the demo really as you saw (I'm actually going to remove steelworking from the demo as you can't reach the required 3 stars). Gold can be used to make magic wands - although I'm gonna change tier 1 wands in the next update to require bronze, as I want to let players get started with magic a little earlier (but tier 2+ will need gold). The red ore is a ruby, which is only useful for magic wands, but will require a perfect-quality bronze pick.

There's no need to hate liking a game! That just means it's fun (yay)!

1. Which furniture specifically would you like to be able to rotate? It'd be a little tricky to rotate crafting stations with the crafting animation, but I could certainly see rotating bookshelves.

2. This is a planned feature, although probably not soon.

I'm still working on the NPC logic (and relationship stuff) - the reason you see Riley out and about is because the farming logic is one of the few that is done. You do have to complete quests with them to help them unlock higher levels in their skills, but they should be able to do basic tasks, and barring that, wander around instead of staying home all day!

I'm glad you're enjoying the game! Yeah, I haven't added touchscreen support, so you need a keyboard or gamepad (or on screen gamepad) to play on mobile.

(1 edit)

Hmm, I just followed your steps:
I tamed the cattern, the chest lock disappeared. I confirmed I could open the chest, but also reloaded and tried not touching the chest at first, same result.

I went to bed, when I woke up the next morning, there was an egg, I collected it. The lock still didin't appear.

I opened the chest with no issues.

Was the lock visible on the chest? And what did it say when you tried to open it?

I do like when players discover things for themselves and too much tutorial can be annoying and feel like handholding, but I do think being clearer about some things (like the hourglass icon) is a good idea.

You can mine ore inside obsidian rocks with a higher quality bronze pickaxe (see the crafting section of the encyclopedia for tips to increase quality). When you unlock refining and smithing 2, you can attempt to upgrade the quality of your bronze pick too. This is definitely late-stage for the demo tho.

Riding a swampjaw is not going to be a thing - I thought about it, but decided you could tame them too early to be a water mount and made them too small to support the player. There will be a water mount later game tho!

Strange - as soon as you tame the cattern, the chest should unlock, but maybe there's a bug? I'll look into it.

Yes - the two hats look different and unlock for two different skills, but they are functionally the same. There's also two hard hats (with 14 skills, it's hard to come up with unique hats for each one haha).

I should probably have the sword check if there's a wall in the way - although I have to be careful as otherwise people will get frustrated if they feel like they should hit, but it fails as it clips a wall.

I'm glad you're looking forward to the game, and there will definitely be much more dangerous enemies as you get farther away from the demo area.

That was smart to use two ropes - as usually the mountain top overhangs the river (intentionally so there's a nice river cave). I'm glad you're enjoying the game, let me know if you have any feedback or suggestions as we move forward!

(1 edit)

You can build a bridge once you have 2 construction stars and researched engineering 1, but there's an easier way: the river freezes in the winter and you can just cross the ice.

Find the cairn up there during the winter, and you'll be able to teleport back there even after the ice melts.

To change a control, select what you want to change, then hit the key you want to change it to (it sounds like you already did this as it changed the tool button). Afterwards, you MUST hit okay - if you hit cancel it will undo any changes you made while the control window was open, and if you hit reset, it will reset all controls to defaults.

I'm glad you're enjoying it! I'm definitely blind to how the game plays as a new player since I've tested it so much - it seemed fine to me, but a lot of players had issues with the controls at first, but I'm glad you figured it out. I know what my next update is going to be.

The goxen are indeed a lot of fun - especially being able to fight while riding them!

Unfortunately, no, we had to strip all the online features like Aground Cloud due to networking restrictions on the Switch.

If you cannot fly, surface structures are accessed by moving up (the W key). Equip any flight item, and it switches to action like normal. This was set as there was no reason to hit up at the surface if you can't fly, and makes Z less cluttered with npcs, objects and structures.

I did tag that the game doesn't use AI (it's now required on itch.io), but I don't see where the tag shows up on the game page...

A lot of game development is experimentation - I thought it was a good idea, I wanted to try something new, and it just didn't work out. I don't know why you feel the need to be, as you yourself said, unnecessarily hateful, but after spending years making a game that I thought was a really cool idea but was not well received, the last thing I want to read is a more hate piled on.

No. While the game features AI in the storyline, no AI was used to create the game or assets.

GOG is curated, meaning they don't let every game on their storefront. The way the original Aground got on was because of the votes it got on the GOG Dreamlist - you can see Aground Zero's dreamlist here: https://www.gog.com/dreamlist/game/aground-zero-2024 (but it only has 17 votes so far).

I will probably release Aground Zero on itch.io at the full launch - but it's easier to not have to manage many storefronts during early access (where there are frequent updates).

If you still haven't received an email, try resending it now - it should be much faster (switched the mail provider).

The emails are slow to send right now - I'm working to switch to a different service, but for now you just have to be patient (they usually arrive in a day or two).

If the libraries needed to bring up a file chooser to export the save doesn't exist, your only option (outside of cloud saves) is to manually back up copies of saves.sol in ~/.local/share/Fancy Fish Games/Aground/aground

No. We spent over 3 years working hard on Aground, and we have no plans to give it away for free.

Both versions are on itch.io - the web version and free demo download are the demo, but there's also a full version download available for those who purchase the game.

That is piracy - please don't ask, and anyone who supplies a pirate link here will be banned. Aground took over 3 years to make, and asking for it for free feels like you don't respect the time and effort I put into making the game.

Awesome! I'm glad you enjoyed it and remembered it all this time later!

Glad you enjoyed it! Revenant was a one month game jam project, so there was a limit to how big a game we could make it, but Stardander School for Witches will definitely have a lot more time to learn spells, experiment with builds, and obviously more enemies.

Oh, I see what you mean - you have to quit to title and then load. I could add a load option to the in game pause menu.

I'm glad you enjoyed the game! The start button lets you load games, or start new games, so I don't think a separate load button is needed. You can delete saves (the red button next to each slot) if you want to start a new game in one of the old slots.

I did want to load exactly where you left off, but because of the way scenes are handled, it's a lot more complicated than it sounds (simple for some scenes, but some scenes have battles, events, and variables that are tough to store/load). So, I just tried to make sure there were lots of save points, and you can skip pretty quickly to choices by holding the skip button.

Just tried it in game, and it's throwing an error - I guess I never actually tried to use potions XD. I've made a bunch of changes to the original game (and the potions are already fixed there) - so I'll transfer those over and update revenant once I'm done with the Stardander demo (have to get it ready for the Steam Next Festival).