Thank you. Combat is borked, and is being fixed, glad you enjoyed the important parts.
horbror
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You were very thorough, thank you.
>I believe I completed all the quests, but the QUEST menu bugged out and is no longer available, so I couldn't check if I missed anything. From the top of my head I remember: Boy, Boy Ball, Cocaine Elf, Ghost Gun, "Main Quest", Crab Hunter, Keylogger(ish), Defeated all the enemies, including the post sign and the bastard.
You got all quests that are there at the moment. I have no idea what the quest menu bugging out means.
>The Keylogger quest, after I finished the Ghost Gun, I went back out of bounds, and talked to the NPC but nothing happened. This might be bugged.
Not bugged, just not finished ;_;
>The Crab Hunter, I don't know if this one bugged as well. It told me to defeat 6 crabs. After talking to him again, he tells me the quest is completed, and talk to him again to hunt bigger crabs, but nothing happens.
Yes, its content that has not been done yet. Essentially, its a second counter, then after that quest is finished there will be an additional area opened with a optional big boss.
>I feed the cat around 84 pieces of bugless catfood, but nothing happened. I don't know if anything was supposed to happen.
Bugless catfood speeds up the animation of the cat, bug catfood slows it down. Sorry that you put so much effort into just this, its kind of a one-off joke. If you eat bugless catfood, your movement speed is increased though, and lowered with bug catfood. Guess I will add something for feeding him multiple times, its a fun idea.
>I got the snake from dicegobo, rolling a 14. The keylogger NPC told me the witch would want to buy it, but nothing happend when I talked to her.
Yes, stuff that is not finished yet. You may have noticed transparent snakes appearing quickly once you enter some maps too, this will be some Animal Well/Fez shit once its done.
>I got Spaceship parts A,B and D. What do these do? They change the endings I get?
Preparation for an ending that is not in there yet.
>I might play it more to get the other endings. Overall very good job!!
Thank you for playing, an easily obtained ending can be gotten from jumping into the hole in the forest. It is not properly labelled as such yet, but it will be.
Thanks for playing and thanks for the input!
- As with every RPGMaker game, I am repeatedly unsure if damage numbers are intended or completely bugged. Especially the Dietz character seemed nigh useless in combat, even his stronger attack hit for 0, 0, 0 usually. I just put him on Guard as a damage sponge.
Combat system is pretty borked, I am working to make it better.
- In a similar vein, the healing item is phrased like it would heal the whole party, but it heals just a single person, and for a puny amount.
Some of the healing items heal random amounts... I thought it was funny... There are a bunch of such decisions, things I mainly put in there to see how I would do it within the confines of rpgmaker.
Played through the tutorial and a few games. Recently got into Balatro, but I knew more about poker before playing it than craps before playing this. I like it though, and I want to learn. I cant really criticize any of the gameplay elements. It works, tutorial was understandable.
Visually there are things I can suggest.. The wojaks can work but need to be more "stylishly" implemented, put them in boxes, remove the chairs, clean up the spritework, maybe commission automondev to do it.
I would make all backgrounds stuff darker and make shit a bit sexy.
Great work!
Been following this on twitter for a while, glad to finally try it. Played until red closet section. Its neat and I quite like it. Controls are fine, you could move slightly faster, sometimes when you shoot the ball nothing happens.
Minigolf courses are fun, the gimmicks work. How can you easily up the stress? I got fish but I want to see the horror effects.
Sounds like a good premise. I can imagine really enjoying your shit in a few demodays once some of the story is in. As for the main character, being someone who ideologically should be on the creatures side, the ones who do not want a wish but just want to maintain purgatory, what are his motivations?
That would be the train sequence then, I will have to look into it. Thank you. Yes, the characters, even the ones that Dietze once wrote, have "grown" even though they are mostly stuck to their roles. Things appearing that were not originally part of either his games, representations of him as a person, or his experiences, are outside things leaking in. This game exists in the bigger doyd narrative, and the concepts that makes all of the weirdness fit together are the same.
In the future I want to add more "options" as for victims for the ghost gun. Once some more quests are added some of them will sort of feed into each other, or change the options available in one quest due to what you did in another.
Protips for if you think the combat is hard, play with the intent to break the game. Good start is to begin with the Guard Captains quest outside of the first house, talking to the child in the smithy, talk to the Guard Captain and then finish the childs quest.
Talk to npcs, loot trash and chests. Use the cheating machines in the smith...
There are a bunch more things, but these are some easy tips.
"lso, at one point the game crashed while Dietze was saying "Wait" and I thought it was a mock crash at first, but no, it was real but restarting the game allowed me to progress further."
Could you give me some more details so I can see where this happens?
Never played the original Wasteland, probably should, though I played the newer games from the reboot. Combat is a bit iffy and poorly tested. I do need to work on it for the final build. Guard guy is OP though, he has the doyd "curse" ability which has always been the strongest shit.
Two questions if feel so inclined:
1: Did you jump down the hole?
2: What did you think about the characters?
Quite the vibe. Loved the alien bushpigs who surprise you. Dual pistol trap was mean. This is the kind of game that needs its main character to be an old salty dad, that needs a radio on the boat that plays country music and that also needs a walkie-talkie that lets you talk to "Curly", whoever that may be.
Steering the boat and managing shooting at the same time is a bunch of fun, maybe boat controls should fade out if you enter combat, though.
Fish that jump out, weird squid-things on rocks. Played Silicon Scars earlier, which maid me really appreciate that you can shoot sheildguys in the feet in this.
What else... You need a crate of glass bottles of beer on the boat and once you have finished drinking one you should be able to throw the bottle so it gets smashed.
The mutation stuff is fun, got more health, speed and killing gives health.
Like the FTL setup between missions.
There is some kind of physics glitch that happens when snails shoot you on the boat, boat glitches out and moves way back.
On the second mission now. Will play more.
My god the visuals are pretty. This looks fantastic and you will be able to sell it like hotcakes based on that alone. I do not like the music, at all, sorry, messy and annoying.
Gameplay seems to be a bit of a mix between classical RPGs and darkest dungeon, what is on display here so far is neat. The miss attack sfx haunts me.
Cool prototype, looking forward to see this kind of gameplay and these visuals in a bigger context.
Isometric dark souls. Visuals are nice, enemy design is wonderful. If you have not played Titan Souls you should for inspiration. Had a bit of a hard time with the weave system and no estus-flasks... May be bit of a wasted opportunity to keep this as a boss rush and not just go full exploration, power ups and a bit of loot etc.
Beautiful presentation, extremely obtuse gameplay. Did the tutorials, got the star shrine built. We know this from your last game, you are, pardon my rudeness, extremely bad at explaining things and you tend to design user interface and gameplay mechanics which are very hard to understand.
When I did the tutorial the planning of big space missions seem very interesting. I think your biggest hurdle for this game is managing the information in your game and how to make it more easily presentable.
For instance, research points I kind of get, but what is SP?
When accessing the fox moon mission it says I do not have enough fuel, I figured out that I need to research a bigger fuel tank, but my first thought was "where do I buy fuel"?
The research being worked on bar under research points is very artistic, but I am willing to bet most players wont even notice it.
Keep all of the artistic flair for the UI but add just hardcore lists and instructions, super clear progress bars etc.
Managed to send a ship to incubusmoon, then failed due to mismanagement on easy...
I figured out some things, I think. Maybe you should write a gamefaq, then after another person understands it, they write a gamefaq.
Very promising game, but kinda still plagued by similar design-problems as your previous game.
Been quite awhile since I last played this. Back then there was only one level. Spritework is still nice, sheilds guys are still too fucking tanky. It is a disappointment that it does not matter where you shoot them, the design invites you to think that it does. On level 3 for now, the guns are all decent, though ammo is way too sparse. The textfiles are nice. Will continue to play and I am interested to see how the music system pans out.
Also, gotta add a sfx for ammo pickups.



