Congrats on getting the game out, Brendan!
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This happened after I refreshed, too. But I refreshed because some of the tools stopped working first.
I managed to salvage the game (yay!), but the same thing has happened twice now. I download a backup every 10 to 15 minutes now, and when it glitches out, I reupload my latest build, delete the default room that appears, and everything seems to come back, after some fiddling. I wish I knew what the issue was, or how to prevent it, but I'm going to push through this project, finish it, and then hopefully have better luck in the future. One of my issues, maybe, is that the project is just so ambitious. I'm not sure what the limitations are for rooms, exits, variables, sprites, etc, in bitsy.
Thanks for the reply.
I just worked for four hours on a Bitsy game. It has a lot of rooms and exits. Out of nowhere, some tools stopped working, so I saved/downloaded the game and reloaded the browser page. I've had to do this a few times when things get glitchy.
Only this time my game came back corrupted. My avatar had reverted back to the default, the default room had appeared, and all the names of my rooms were blank. There was also a room that had all of its exits deleted.
I tried loading the file I had just saved (which I replaced my earlier file with -- doh!), and it was the same situation. I tried to salvage it, but the file is pretty corrupted. The room name data is damaged and it's making it impossible to create new exits.
TLDR: How common is it for Bitsy game data to be corrupted? Is this because of the number of rooms I had? And are there ANY solutions? Do I really have to start an entirely new file and throw hours and hours of work out the door?
Thanks. I'm not completely satisfied with the swamp puzzle, but I started with the idea of doing a dialogue puzzle and then realized you can't change rooms within dialogue using Bitsy and had to shift gears. Thanks for the feedback. I may tweak that one in an update.
Great little JRPG. It's a bit too grindy and long for me to play all the way through in my browser, though. I also think players should be able to pick up items even if they don't have the quest for them yet. This cuts down on backtracking, which also adds to the fatigue of the game. This would be a great RPG on a platform like the NES!
Yeah. I had a simple pause menu, but it was being fussy, and I try to be as minimalistic as possible with any UI. But you're not the only one to encounter the "muscle memory" escape problem. Even I have done it! I'll try to reimplement the pause menu in the next update.
I just lowered sensitivity slightly on my latest build, based on your feedback. I don't want to overdo it and make the game feel sluggish, though. I'm also updating the UI for dialogue slightly. I wasn't even aware you could get on the outskirts of town -- I thought I sealed it off. What part of the main town did you "escape" from?
Thanks for playing! And it's just me. I used purchased Unity assets to design an original game. That's why it's an "everyday-developed" game, because anybody can do this, and more people should!
Everyone is entitled to their opinion. This kind of experience isn't for everybody. I'm glad you enjoyed it. Others may not (see above). But that's fine. I made it for specific kind of person. Not every song, TV show, or movie will appeal to everybody. So it is with interactive experiences. Maybe it's not much of a game, but I'm happy with the experience I crafted, flawed though it may be.
Thanks for the suggestions and for playing! Getting rid of the "Loading" screens is something I've been thinking about. I'll see how the game flows. The other suggestions, while they would make the experience more "gamey," for lack of a better word, do not really work with the experience I am trying to craft. This is very much a concentrated, minimalist, short story in game form. I am glad the story, as vague as it is, engaged you. Cheers.