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FelipeG2T

18
Posts
21
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A member registered Feb 24, 2021 · View creator page →

Recent community posts

Thx for the recommendation

Gonna give it a go later

Listen

I HATE horror

I get scared very easily

But this... I gave this game a try, and I loved every second of it.

Amazing experience. Can't wait for the future chapters!

I'm sorry, but an uncaught exception occurred.

While running game code:

  File "game/scripts/navigation/tribecenter.rpy", line 6, in script

    call screen tribeScreen

  File "game/scripts/ui/inventory.rpy", line 34, in execute

    screen inventory_screen(sell_mode=False):

  File "game/scripts/ui/inventory.rpy", line 34, in execute

    screen inventory_screen(sell_mode=False):

  File "game/scripts/ui/inventory.rpy", line 47, in execute

    fixed:

  File "game/scripts/ui/inventory.rpy", line 51, in execute

    python:

  File "game/scripts/ui/inventory.rpy", line 56, in <module>

    'name': items[item_id]['name'],

            ~~~~~^^^^^^^^^         

KeyError: 'amberbell'

-- Full Traceback ------------------------------------------------------------

Traceback (most recent call last):

  File "game/scripts/navigation/tribecenter.rpy", line 6, in script

    call screen tribeScreen

  File "renpy/ast.py", line 2231, in execute

    self.call("execute")

    ~~~~~~~~~^^^^^^^^^^^

  File "renpy/ast.py", line 2195, in call

    return renpy.statements.call(method, parsed, *args, **kwargs)

           ~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

  File "renpy/statements.py", line 379, in call

    return method(parsed, *args, **kwargs)

           ~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^

  File "renpy/common/000statements.rpy", line 695, in execute_call_screen

    store._return = renpy.call_screen(name, *args, **kwargs)

                    ~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^

  File "renpy/exports/statementexports.py", line 348, in call_screen

    rv = renpy.ui.interact(mouse="screen", type="screen", roll_forward=roll_forward)

         ~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

  File "renpy/ui.py", line 304, in interact

    rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)

         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

  File "renpy/display/core.py", line 2219, in interact

    repeat, rv = self.interact_core(

                 ~~~~~~~~~~~~~~~~~~^

        preloads=preloads,

        ^^^^^^^^^^^^^^^^^^

    ...<4 lines>...

        **kwargs,

        ^^^^^^^^^

    )  # type: ignore

    ^                

  File "renpy/display/core.py", line 2757, in interact_core

    root_widget.visit_all(lambda d: d.per_interact())

    ~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^

  File "renpy/display/displayable.py", line 432, in visit_all

    d.visit_all(callback, seen)

    ~~~~~~~~~~~^^^^^^^^^^^^^^^^

  File "renpy/display/displayable.py", line 432, in visit_all

    d.visit_all(callback, seen)

    ~~~~~~~~~~~^^^^^^^^^^^^^^^^

  File "renpy/display/displayable.py", line 432, in visit_all

    d.visit_all(callback, seen)

    ~~~~~~~~~~~^^^^^^^^^^^^^^^^

  File "renpy/display/screen.py", line 503, in visit_all

    callback(self)

    ~~~~~~~~^^^^^^

  File "renpy/display/core.py", line 2757, in <lambda>

    root_widget.visit_all(lambda d: d.per_interact())

                                    ~~~~~~~~~~~~~~^^ 

  File "renpy/display/screen.py", line 514, in per_interact

    self.update()

    ~~~~~~~~~~~^^

  File "renpy/display/screen.py", line 715, in update

    self.screen.function(**self.scope)

    ~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^

  File "game/scripts/ui/inventory.rpy", line 34, in execute

    screen inventory_screen(sell_mode=False):

  File "game/scripts/ui/inventory.rpy", line 34, in execute

    screen inventory_screen(sell_mode=False):

  File "game/scripts/ui/inventory.rpy", line 47, in execute

    fixed:

  File "game/scripts/ui/inventory.rpy", line 51, in execute

    python:

  File "game/scripts/ui/inventory.rpy", line 56, in <module>

    'name': items[item_id]['name'],

            ~~~~~^^^^^^^^^         

KeyError: 'amberbell'

Windows-11-10.0.26100-SP0 AMD64

Ren'Py 8.4.1.25072401

Monster Lord Reincarnated 1.2

Tue Oct 14 20:02:22 2025

(1 edit)

After acquiring a certain item, an error occurs. I don't know what item... Amber Bell maybe? The reply bellow shows the error

EDIT:

I found a few more errors. One for trying to enter Timber's home after the bath quest is completed and two for reading the codex (Liabella's and Timber's entries)

(1 edit)

Ah, I see — thanks a lot for double-checking and clearing that up!
I’d still suggest maybe hiding the % on those scripted fail moments, just to help avoid confusion for players.

EDIT: Also, only I didn't injure the arm? You mean at the beginning after pulling the metal plate from Bird Jail? Or is it during another instance? Because if the former, I explored and I have not find any point to escape the prison without injuring the arm

(1 edit)

I mean, failing a 90% success chance 11 times in a row makes me pretty certain something’s off. If it’s really just bad luck, then I don’t know if I should buy a lottery ticket or start worrying someone’s after me!

Either way, thanks for getting back to me! Could you maybe give the code a quick look, just to confirm? It’d really ease my worries of "the universe is conspiring against me"

SPOILERS!

If you plan on playing the game, don't read this comment!

Hi, I’m currently playing the Steam version of the game and wanted to share some feedback.

When the MC encounters a tied-up Quinn and a sleeping Vital, the options to use the Pliers (90% chance) or pick up Vital’s gun (30% chance) never seem to succeed, even after many retries. I don't know if that's a bug or if it's intentional. If these options are scripted to always fail, I’d suggest reconsidering that design choice. Showing a success % implies the player can succeed, which feels misleading and frustrating. (I do understand savescumming isn’t the intended playstyle, but this still feels odd.)


Also, I have found a few bugs. Actual bugs

In the bird's mobile base, interacting with the bike and picking the option that you will look for another way first will softlock the game, removing the bike interaction.

The option to "flirt" with Quinn sometimes doesn't appear

Also on the Pliers option, there are two options to try and break the chains. They both result in the same outcome, but one of them will show some raw string of text

In the bunker, entering and leaving will prevent the MC to enter it again

The audio bug someone else mentioned.


There might be more, but that's as far as I've gone...

(1 edit)

Oh... ok :(

Thx for answering

Thanks for clarifying! I’m really looking forward to seeing how the new combat turns out!

May I also ask another question?
I failed to mention this earlier, but I only just got into the game, so apologies if you’ve answered this before…

Are there any plans to add at least one male love interest?
Please tell me there will be m/m — I’d love to see Eirik with a femboy twink. I need a femboy love interest!

Best of luck with development!

(2 edits)

Hi, I’ve been playing a bit, and I wanted to share some feedback about the combat skills.

  • Attention: The dodge boost feels very unnoticeable. Maybe it’s just bad luck on my end, but it doesn’t seem to make a difference in practice.

  • Stealth: This state doesn’t seem very impactful. From experience, Eirik is rarely targeted if there’s a companion, even if they're in Stealth, which gets removed as soon as they're hit — so it almost always ends instantly.

  • Sting (with Stealth): The description says it should deal extra damage when used with Stealth, but I haven’t noticed any significant difference.

  • Rage: This feels very costly for what it does. Without Stealth it deals almost no damage, and even with Stealth it doesn’t seem worth the TP compared to just using Sting multiple times. For example, two Stings without Stealth (24 TP, 4 hits) generally outperform Rage with Stealth (27 TP, 3 hits), which is both more expensive and less reliable.

I opened the game files in RPG Maker to better understand the coding behind the skills, but since everything’s in Russian, I couldn’t get far.

That said, I did enjoy everything else a lot — the puzzles are great, the story is intriguing, and the characters are really charming.

A couple of other small notes:

  • I found a swamp ore in the, well, swamp, that dropped a log, which seemed odd. I planned on checking it on RPG Maker too, but again, Russian :(

  • Both Ulfa and Roxy share the exact same class, skills, and stats. It feels a bit strange having two party members in identical roles. I don’t know if this changes later in the story (I’m at the Swamp Cavern right now), but I was curious if this will also be addressed in the upcoming combat rework.

NO! Come on! I really liked this game! I'm gonna miss it

I can get behind the idea of PC not being Sonic, but actually being an isekai-like self-insert... but if that's the case, why make him a jerk? He thinks with his dick rather than his brains when interacting with the girls—a walking libido with zero chill! Maybe adding some options could help: one for being a nicer person, one for being a bit disinterested, one that tries to act like Sonic's original 'cool' personality, and one that reflects how the PC acts now.

Also, some menus seem to default to PT-BR for some reason and might confuse people. Não quê isso sejá problema pra mim, eu sou BR kkkk. But it does break immersion a little bit.

Still, I get it's an early build (the very first version no less), and there's definitely potential. Wishing the devs the best of luck! Looking forward to seeing where it goes.

(1 edit)

Dreamed Date is a Xingzuo Temple original fan-game, non-canon, created by Diives and DPMaker.

I'm sorry, what? How can a game (co-)developed by the official series creator be considered a fan-game?

On the third  area (after you complete 2-1), quitting and returning teleports the player back to the second area right before the level screen. When this happens, selecting to re-play level 2-1 results in an endless loading screen (can still pause, but cannot progress)

Wait, there's something that allows me to access a debug menu in v0.1.0?


OOOOHHH BOY

Nice