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A member registered Feb 21, 2021 · View creator page →

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Thanks for the suggestion. I haven't shared much of my plans, because I think the unfolding discovery is definitely part of the experience. BUT making rerolls more mechanically interesting (and easier, especially as the number of dice go up) is definitely on the agenda.

Thank you for the kind words. I find them very motivating; it's basically exactly what I'm aiming for, so I'm thrilled to hear it worked for you.

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Thanks for taking the time to write out the feedback. 

I'll definitely be mulling over your thoughts on re-rolling.

Thanks, I appreciate the positive comment.

👍

Yep, rerolling resets your gold, so if you find you're current items aren't working for an encounter, rerolling gives you a chance to buy different ones.

The short answer is yes.

The longer answer is that while I have a lot of ideas for how the game will progress, it has been growing somewhat organically, so it's hard for me to say with certainty where the fights/challenges will go. The goal is certainly that as the party grows and you unlock more options, you'll have more flexibility in tackling challenges. Having ranged PCs is certainly one of those options I'm keeping in mind.

Glad to hear you enjoyed it and thanks for the feedback. That is the end of the Selky Pint content so far; a note is 100% reasonable thing to expect there.

Interesting to hear about that button leading to the wrong location. I'll have to see if I can reproduce it, though things in the mission select code have been cleaned up a bit, so hopefully it's overcome by events.

Thanks so much.

I'll try to give some spaced out hints with specifics in strike through to give people a chance to avoid/limit spoiling something they want to figure out on their own. 

I'm sure you've tried/noticed these things, but you need to put most of them together to win consistently.

1) You'll have just gotten a new strength die. A 12 strength + 11 constitution (or more) main character (MC) has a lot more leeway than someone with lower stats. If you follow all these steps, you don't need a perfect 12 12 roll, but it can cover for not having all the points addressed + make victory more consistent.

2) Both enemies do edged damage. Loading up your bruiser MC with Scale Armor will let them do more damage for longer.

3) The enemies have different armor types. Equipping your MC with multiple weapon types will help you deal the most damage (this + step 2 requires you to use fighter abilities to gain an extra weapon slot); you won't have space for off-hands + armor + 2 weapons, so grab the biggest two-handers of both damage types.

4) Plan for the enemy knock back. If you have no movement abilities, Lia should have a melee weapon to maximize her damage, as bows do reduced damage from the frontline. But the easiest victory is to use the three earlier clues and have Lia use the duelist specialization with a knife so she can help tank damage.

There are some other tricks that can be used to achieve victories, though the hints above give the most consistent path to victory. Namely, the Kite Shield or Lightning Potion can be used (with the other hints) to get a decent chance of victory, but not as consistently as the above method.

Hope this helps.

Awesome, thank you. As to your question, short-term, I'll being doing posts on itch when I do an update. I think I'll also start a Substack (or something like it), just so I'm not fully tied to itch as my only messaging; I'll include links to whatever I setup in the itch updates.

As to news on the next update itself, unfortunately July was a slow month. I've been dealing with some life issues (mostly dental and home-water-damage related), so I haven't been as focused as I would like.

Thank you for your kind response. And yes, that is the end of the current content.  

Unfortunately, I'm not looking to bring in more people to work on this at the moment. It is a very generous thought/offer/idea, so I don't decline lightly. But I'm just not at the point where I would be able to coordinate it effectively.  

As to the game genre, you might not be surprised to learn that I've actually spent a decent amount of time thinking about it. I currently view the game as somewhere on the line between interactive fiction and idle RPGs. A better description might still come along, but that's the best I've come up with so far.

That's awesome. I appreciate the feedback.

Ooof. Thanks so much for trying. Out of curiosity, did you try to use the scroll wheel to move down the text? You don't seem to be getting the exact error I've been seeing, but it is similar (I see a "Invalid conversion to integer" error).

I have been able to scroll the text to the bottom by clicking the scroll bar and dragging it down. But obviously the mouse-wheel thing is annoying; it has always required a restart for me.

The disappearing-export-string-screen fix I have has also appeared to fix this issue. But I'm currently planning on holding off on another build until I have more to present; I wasn't too happy with the v0.2.1's content + effort/testing coverage to new errors ratio.

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Yeah, if you have a save that takes you to 0 gold after a reroll, that would be useful. I still haven't seen it though I admit I'm focusing on other things at the moment.

Oh sorry. To be explicit, if you select the text and it disappears, it is still selected, just not visible. So you can still copy the text with Ctrl - C (even though it isn't visible) and paste into Notepad or whatever else with Ctrl - V.

When you want to import the string, paste it in and hit the Checkmark Button to import. If you click the string, the UI may disappear if it gets selected, but click it again to deselect the text and it should come back.

Thanks. So from what I'm seeing, it looks like if you select the (long) save string, it shoots the game window out of the view of the browser. If you scroll all the way down (but don't use the mouse wheel) and then select the text, it will stay on screen.

I have a fix, but I think I'll hold off until I have a better solution for how to do the WebGL updates. As you guys have found, the text is still being selected and is copy-able; it just disappears. For me, the disappearance was until I clicked again and deselected the text.

Ah I might be seeing it now. Does it come back if you click again on the screen (deselecting the text)?

I appreciate you putting the time and effort into trying things out and letting me know what happens.

I made another post above about the lost save files: unfortunately, updating the game has meant the old versions saves got lost. There is a potential work around to skip the prologue (explained in the post), so hopefully that helps.

So I've tried it on Chrome and Firefox and haven't seen that. What browser are you using?

I've added the ability to import/export saves as strings, which you'll be able to use backup your saves or transfer between versions of the game.

Unfortunately, in doing so, I've learned that through some combination of my ignorance + itch and/or Unity's WebGL, the new build loses track of saved games from the previous version. I apologize for any lost progress.

If you had completed the Prologue and wish to avoid needing to redo that, it is possible to start a new game that skips the Prologue. In the settings screen, if you enter the Konami code (Up Up Down Down Left Right Left Right B A Enter), you should be able to start a new game that skips the prologue. Entering the code does require the game to have focus and the mouse cursor has to be over the Window.

Again, apologies to anyone who lost save progress.

If you are currently in a dialogue scene, you can mouse-wheel back to see the earlier dialogue.

But I suspect you mean looking at dialogue history once you've already finished the given scene? It's something I'm considering and makes a lot of sense for things like the reasons you give.

Great, glad to hear you are enjoying it.

So, currently the game pretty aggressively auto-saves after encounters and dialogue. And the interface only really manages the most recent save; the downloadable version keeps extra saves around for backups, but currently it doesn't handle them in game. Sorry!

It's definitely something I'll look into improving; in theory, you'll be able to manually do it when I add the save exporting string implementation (hopefully tonight), though I know that probably isn't ideal.

And yep, Thieves Guild currently just has a first step implemented.

Thank you so much for taking the time to play it and leave a comment.

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Yeah, I'll look into it; thanks for the additional info.

Edit: So my first few straight-forward attempts haven't reproduced it.

When you go to reroll the character, what does the "Wealth on reroll:" say? I'd expect it to say "Gold 0 (5 / 10)" and that you'd have 5 gold to spend after you reroll.

I'm leaning towards implementing the Save String Export/Import stuff when I get a chance tonight so that you could export a save and I can take a look at it.

That's great! Thanks so much for the positive comment.

Thanks so much for taking the time to play it.

With gold/equipment, the expected behavior is that you get your gold back on a reroll (so that you could buy different equipment if desired). If you aren't getting your gold reset, that would be a bug.