In Castle town, after you got the shopping etc qeust from the Priestess in the temple, you can keep entering the Adventurer's guild building and get the same dialog each time, including the 500gold reward, as many times as you want, creating an infinite money glitch there
Gummiel
Recent community posts
Might be nice on the crafting screen before actually crafting, to be able to see the foodtype of food items (hearty, healty, bakery, alcoholic). SPecially when just getting a recipe, the first time, it can be hard to judge if it will actually be usefull or not to even make it, as you only see the quality(via the icon), not the type of food it is
And speaking of foodtypes, "Bakery" sounds weird as a food type, "Baked" would probably be a better word to use. "Bakery" is the shop where you would buy "Baked" food generally
EDIT: Also had one time, where the rightmost crop wouldn't sprout (even though it was long overdue, had planted it at the same time as the 2 other plots). But then when I finally replanted the other 2, it instantly sprouted. (I don't remember which of the other plots actually triggered it, as I planted them again right after each other, or what types of seeds was involved, if they might be relevant)
When trying to plant seeds in the new 0.1.4, the selection menu that pops up only shows food items, not the seeds. Thus, this makes planting anything impossible, in the newest version
EDIT: Did a bit more testing on this, and it seems that right after you load a save (and I would assume start a new game, I haven't tested that part though, but would make sense), you ARE able to select any item in your inventory when planting(thus including seeds), but as soon as you get into the feed dialog with any NPC, then you get locked out, and only able to select food items, for the rest of the session, untill you load a save game again (doesn't matter if you were locked out of planting at the time of saving or not). So I geuss there is a sort of work around, of saving and loading straight away each time you want to plant, but yeah certainly not working as intended there
Arborwyn 5 is Grass Carp, a common fish in the rivers of Arbowyn
Arborwyn 8 is is Amberglow Tetra, a common fish in the restored waters of the Sylvaraen Roots
My geuss, is your issues stems from being too well geared, since both are lowest tiers of fish. Make sure you get rid of all sources of luck you have, and in particular unequip your Worn Medalion, in particular, if you use that.
Essentially with end-game gear and buffs, your chance of catching common fish gets very low (and probably the worn medallion makes it flat out impossible, due to it being the lowest tier of fish), due to how high you chance of getting even epic and lengedary fish are. Even uncommon fish gets hard to find with end-game gear
Bugs:
Despite the game claiming I get a recipe for Blubberfin oil(I think that is what it was called?), or something like that, I have not been able to find it anywhere to craft, neither in campfires, or the crafting stations in my house, in the current 0.1.3, yet I remember crafting it in the previous version
Portraits for people in the encylopedia, usually doesn't show up the first time on a day, you check them entry in there. (You probably need to ensure they are pre-loaded, there are plugins that can help with that, at least for RPGM MV)
Using a Charming Bait item, doesn't seem to use up one of the baits, and also doesn't add any buff icon to the player, BUT it will remove the buff from Magnetic bait. Which magnetic Bait despite it's description doesn't seem to go away when you sleep
The FC-5000 fishing rod, claiming to give one strenght, seems to actually give 2 (at least 3 barriers are broken per click with it as the only strenght item equipped)
When Kaz is at least at the highest weight stage (when you can craft "Ring of the Waters"), if you go into her shop, she seems to sell the 3 old stat rings, including one of them giving "Speed", and buying any of them, they will not qualify for the upgrading recipes.
QOL Suggestions:
Make it possible to craft multiple of a recipe in one go.
Likewise make it possible to open multiple chests at once, they can stack up in pretty high numbers towards the end of the demo.
Also it is unclear, if there are any point to the normal attack, defence, magic attack etc. stats? And if not, wouldn't it make sense to use those(renamed ofc) instead of some hidden variables or whatever you use for the Strenght/Bite/Reeling/Luck stats? Would also make it easier to see at a glance, how much you have of each, specially when you have multiple sources. And yeah at least regardless, it would be nice to have somewhere to see the total of your current fishing stats
Also seems like there is nothing fitting into the head Equipment slot?
Despite all that, great game, can't wait to see where you are gonna take it, in the future. The upgrade to the fishing system in 0.1.3 was HUGE, far more intuitive, than the old version, and easy to actually see what you are missing to be able to catch fish, you can't at the current state
I don't think so, but there are some qeusts, that take a few days for the result/reward to show up, and there is the growing that takes 3 days too. Also another vendor shows up during the weekend specifically, so day tracking does play a role (and I can only assume there will be more of that kind of stuff when we get to a full release whenever that is)
Welp, like an hour after I posted that the situation changed, a bit. While still true at the current setting, the game will be completely de-indexed, adult games that does not offer ANY payment (not even optional) for now, will be reindexed now https://itch.io/t/5149036/reindexing-adult-nsfw-content
It sounds to me, that you don't actually fully understand the impact the whole adult game situation have on this game. Sure you may never plan to earn anything from the game, but also as with all other NSFW/Adult tagged games on the platform, while the page for the game (obviously) still exists, as far as most of the rest of itch.io's systems are concerned it might as well not be, as it is completely de-indexed.
That is to say, even if you specifically type in "Magical Viking Erika" in the itch.io searchbar, you will not even then find the game, let alone trying to find it via tags or other kind of searching. Meaning the chance of anyone finding the game who doesn't already knows about it, is exactly 0% on itch itself, and even people who do know about it, have to either know/remember the exact URL, or actively be following you, to get notifications in their feed.
So to get anymore new players at this point you will have to use other platforms, and specifically link the game from there
Hmm... that name seems familiar ;)
But yeah I certainly would love for that to be the case too, if possible. There is a certain charm to the original style, and also a bit of a uniqueness tbh as well, and I personally think I prefer to old style. You don't see many games use that kind of graphics, where the new one is far more normal to see.
I do also acknowledge though, it might not be feasible to, keep making new assets in particular, in 2 styles as well.
The save file itself would need decoding, to edit, so that gonna be near impossible. The maps themselves are technically a bunch of json files, so can be edited with any text editor like notepad or similar(though this will only work as a fix, for any playthrough where you have not yet been in there during that stage), the syntax is NOT very userfriendly, so finding the right stuff to change... I would say is likely gonna be near impossible too, but map ID is 249, so the map file with that number in it, in the www/data folder, if you despite that do want to give it a try
The bug always seems to happen at any stage of the game, and in all new playthroughs as well
Pain killers: Works as you would expect (takes your money, reduces pain, and can't buy them if you don't have the 20$ asking price)
Massage Oil: Doesn't take your money, but does increase belly capacity, but only can buy as many as you have money for each day, before it stops increasing belly capacity. (ie. if you have $20, you can increase you belly capacity twice that day, before it stops increasing it anymore, BUT you will still have $20 after those 2 purchases, that you could spend on a pain killer if needed, or keep for next day to use for more massage oils then, if you have $1000, you can get it 100 times, so on and so forth)
Scented candles: Does not work AT ALL, doesn't take your money, and doesn't reduces stress. However if you do attempt to buy as many (or more), than you would be able to afford that day, it does block you from buying the Massage Oil, so seems like they are being bought with the same pool of "phantom" money as Massage Oil, just not having any effect
Hope this formatting and more detailed info makes it a bit easier to understand, and keep track off
Are there plans to develop this into something more after the jam? As it is right now, while a neat idea, doesn't exactly offer a lot of content, even without "cheating" via free Massage oil, once you understand the system it doesn't take long before you clean out the client list, and still have capacity to spare, making it impossible to stay above 100 current progress for long at a time, most of the time sitting somewhere around 80-90 progress, sometimes dipping even lower than that too
Yeah something not working right there. Pain killers does seem to work and take money for me. Massage oil, it seems you can buy as many as you have money for each day, but it never actually deduct money from you, so you can easily get way more belly capacity than you can use in just a handfull of days. Scented candle neither subtract money, nor seem to have any effect on the stress, despite it is supposed to reduce stress
Nordenhaven sidequest SPOILERS ahead
The sidequest "A gift for Heidi" is impossible to complete the last step. After breaking in and stealing/eating the candy from the Extra Secret candy room, and going back to give the candy gift to Heidi, the quest didn't complete, as it was supposed to, and the dialog scene that I got also seemed odd, like something was missing.
Since I do own the RPGM MV engine, I decided to poke a bit in the code, and sure enough, the reason it happen is that event EV003 in "The Extra Secret Candy Room", sets variable #145 to 9, which is high enough to trigger page 3 on the "Heidi" event, instead of page 2, as it should at that point, skipping that whole page, which have the completing of the quest on it.
At least I was able to manually fix it for my own save, by manually setting variable #145 to 8(which is probably the valu the candy room should have set it to) and then speaking to Heidi again, and by no means is it game breaking either, since it is the last step of a sidequest, but it is a bug none the less, in the current v2.3.7 of the game
Would it be possible to have an option to show the character weight in kg, instead of lbs (Or have both shown at the same time, whatever is more convenient for you). Rounding it to make it look better in the UI, would ofc be fine. Like the starting weight of 125lbs (which as a Danish person tells me absolutely nothing, without looking up conversions), would be 56.70kg, so showing it as 57kg would be fine then.
It does ruin the immersion a bit, to have to constantly do mental math/check unit converters to be able to really tell what their weight is
Considering how long since last update, I very much doubt we gonna see more from this game. :(
But yeah it is kinda sad to only have a single resistance type in the game, as it pretty much dictates a focus on only specific units (specifically, cannons + baloons, with a few catapults for "economy", is one of the best comboes I think), where with more resistance types, say a bio wall afterwards, all of a sudden the arrow launchers would be needed in probably a significant amount too, and builds would be become far more interesting and complex, in what type of units to use and how much of.
The solar panel upgrades seems pretty useless, what with only decrease the charge time on top, which is already pretty fast. Maybe replace them with an upgrade that increase the amount of battery power from the pickups that well giver bettery power underwater? That would both allow it to increase a bit (but not as reliably as the max battery capacity), how far you can dive, while still reducing the charge time to some extend at the surface (since you also pick up battery charge pickups on the way up, so you gonna end up with more battery when you arrive)
So how do I get Ophilia to do whatever she planned to alleviate the issue of being too big to inside the Curious store? I already talked to her where she mentions to bring her a green fruit with a red inside or something like that (I assume watermelon). Though I do by now have a bit of every grocery(and "meals") on me anyway, but I don't see any options for to hand her anything, other than the normal 3 "blessings" each morning, to make her do whatever she was planning.
Not really, just the bigger you are the bigger the green area that you have to hit the button to succeed in. It happened gradually, though not sure if it is linear or not, it does feel slow at the star for that increase in area. Eventually, though that does take a LOOOONG time, the green area covers like 95% of the bar even
1) There seems to be a bug, where starting the water hose games resets your belly capacity down to 110 capacity, and (and thus corresponding low weight)
2) Loving the new packing game far better in general, that said maybe increase at least the height of the succefully hit to drag food to just a bit, there been a few times where, when I drag fast I just overshoot by a bit and fail (just the hitbox, keep the visual area the same imo)
3) On the topic of the packing minigame the food rewards at the end screen overlap visually with the continue button, no issues actually clicking it, just looks a bit odd (I am using 1080p resolution, in case that matters)
4) Can we get an option to show the player weight in kg instead of lbs please?
4) The new coin-flip mini game SUCKS, click a button and pray is not interesting in the slightest. You are gonna need God tier luck to turn a profit on that. if it is becasue you need a money sink(which is fair, it is very easy to get more money than you know what to do with), either just make it mandatory to pay, or give some sort of benefit to the player for paying
5) Only being able to run while not stuffes, feels like it is pointless to be able to run at all. While it make sort of sense realstically, maybe have at least a limited runtime while stuffed too, via a stamina bar or something like that
6) Like the new characters, and new dialog, actually a lot more curious where the story is gonna go now, than I was before
7) And while locking away the clothes may seem harsh I agree it is a good thing for the game in general, specailly when you can choose to either jsut spend money to unlock, or just wait to get them from packing game (the latter generally being the more profitable option, as they cost more than the rewards from the packing that you loose out on on the day you might get them)


