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JinxAdnix

11
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A member registered Aug 17, 2021 · View creator page →

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Yes, I figured it out when I read the description of the bowman's skill... To be fair, there isn't really a good way of showing that trick that I can think of myself, but I do know that's not it... I would patch that one thing if I where you.

Oh would you look at that... It's a cross section of Fear and Hunger, Crono Trigger, and Monster RPG... That's kind of cool.

Could change the default healing target to the party though? Got a little confused and ended up with a super cheep death.

Yes... Bro will keep making references for some time, but we think Brother has gotten most if not all of his out of his system.

Refine tutorial more, got it...

We labled the options as "Catwalks"... May have taken it a step too far there.


Thank you very much for playing, and we hope to see you again when the demo is out.

I want to try but...

Oh, that's fare.

Ey, just found another bug now... Exporting a game with the "Exclude Unused Files" option seems to prevent some of the UI elements from being loaded causing a crash any time you get into combat... Even manually putting them in doesn't fix this... It quintupled the size of my game... I have no idea if this bug only happens when exporting on Linux though MV.

Got 2 for you:

The core engine runs into conflict with Yanfly's Battle Core causing a crash at the end of the player's turn block is applied with <Card Target Actions>:

https://forums.rpgmakerweb.com/attachments/1779627519935-png.366944/

This seems to be a result of redundancy or conflict with the window message function, and can be at least partly resolved by changing 'this._cardTargetActions = null;' to 'this._cardTargetActions = [];' on line 9096.

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Heavy lag at the end of player turn if multiple party members are present. I can see why this issue would take years to come up.

Sorry it's a year late but I ran into a smaller issue and managed to resolve it: https://forums.rpgmakerweb.com/threads/resolved-card-battle-block-generator-inde...

Lame, but nothing I can do for it.

Could I get a MV port please? I'll buy it in a heartbeat if you do.

Very cute and will play but:

-The game tells players to roll 2d6 but lists 12 outcomes in 2 places, 11 in 1.

-Light implication that getting sent to the cradle is an end state for that player, partly by lack of any mention of rescue.

-No mention at all of what Baba-Yaga can actually do.

Recommendations:

-Smaller font size to allow a few more words. Bumping the main text down by 2 points should keep within what folks consider fair while keeping the game to a single page.

-Ether change the instruction of 2d6 to 1d12 and add one more outcome for to the POZIONI list, or remove one from the same and 2 each from EXTRAORDINARY ABILITIES and TOYS.

-Ether declare the crib as a lose state or give some idea how to rescue people from it. (Strange as it may feel to do, try looking at Dead By Daylight's hook mechanic.)

-Give some idea of what Baba-Yaga can actually do.