The boss one is pretty confusing to me, I guess I'll just have to trawl through until I find any potential problems.
Ah yup, I have managed to get the bugs for the inventory stuff too, that mostly just needs cleaning up and a rewrite of logic to do with how the items are stored as I think there are errors with how I wrote some shapes. I didn't test them enough when developing it, but will fix it at some point. I recommend trying to avoid the S shaped items or odd shapes (like the teeth) at the moment when possible because of this.
JeremyTeal
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Hey, thanks so much for the feedback, it's really, really valuable at this stage. I don't think I can properly convey how much I appreciate it other than to say thankyou, because this is an excellent writeup of feedback for us!
I think nearly all of these issue are currently in the works already (I thought the tickets were working in minigames so I'll have to verify that one), and we plan to update the game some time in the next week or so to resolve quite a few of these especially crashes and soft locks like the ones you've also encountered... Given there are ~200 or so unique items stuff like the Joltstone crash log you posted is just really indicative of how time intensive it is to test all the edge cases. So unfortunately I think even after we get the main offenders in the game loop that are soft locking and crashing, there likely will be more. Seeing the crash logs like the one you screenshotted is very useful in this regards.
The gameplay suggestions are actually nearly all things that Rourke and I have been discussing too, so it's great to see some validation of our thoughts on those. Some of these like the choice of abilities being 4 once maybe isn't conveyed properly to the player because that's actually something that can happen based on your luck/chance skill. Map variability is something that we've been intending on solving for a while but have a static map for testing for now. Later I would like to finish some procedural map randomisation I was planning, but we may also just have a dozen or so predefined maps to randomly select from.
I'm sure there are more bugs and issues to find, and unfortunately getting QA testers is not really something we can afford to do, so very much rely on feedback from posts such as you've done here