Yes, 1.2 should read your previous saves
NoEye-Soft
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Thank you for your detailed feedback! There are some things that still need a bit of tuning (like the lack of moonlight), and others that I'm still deciding whether to add or not (like showing your hit chance). You can already see your evasion in the equipment window (regarding the stat you can raise at the fountain)
Livid Meadow was made many years ago and it definitely needs some fixes. Among other things, I'd definitely rework the part you mentioned, since it can be quite frustrating. I also saw you tried the other games, unfortunately they're just small prototypes made for game jams and will probably be delisted, since they don't reflect the current quality standard
No problem in expressing your opinion, you didn't sound mean. The graphical change was heavily criticized and people explained their reasons to me. I understood why I received all this criticism, so I decided to take a step back and stay true to the original art style, and I'm happy with this choice. I'm really sorry that you preferred the other style, but unfortunately it will only be present in the final game in a minimal way, and there won't be detailed faces as they were the most criticized aspect
Previous saves are intentionally not compatible with version 0.6, as it has a different progression that would be "spoiled" by having completed save files. If you really want to do that, you can copy the contents of the "NO_SKIN_ver04" folder (located in C:/Users/<User Name>/AppData/Local/) into the "NO_SKIN_ver06" folder (in the same location)
Thank you for your feedback! Yeah, the inventory becomes quite awkward when you have many items. It's possible to scroll quickly by holding up/down but it still feels a bit awkward. I don't like the idea of having items sorted/stacked because there are mechanics that rely on the order of items in the inventory. I'll try to come up with something
Here's an answer I gave to a similar question: "Previous saves are intentionally not compatible with version 0.6, as it has a different progression that would be "spoiled" by having completed save files. If you really want to use your old saves in 0.6, you can copy the contents of the "NO_SKIN_ver04" folder(located in C:/Users/<User Name>/AppData/Local/) into the "NO_SKIN_ver06" folder(in the same location)"
Characters always say the same thing during the same battle because they have different dialogue when you encounter them later. I really like the idea that characters provide new information the next time you meet them, and that it's not possible to read all the dialogue in the first encounter. In addition, there are special situations that can trigger different dialogues. However, thank you for your feedback! I hope to create as many dialogues as possible for the individual enemies
Previous saves are intentionally not compatible with version 0.6, as it has a different progression that would be "spoiled" by having completed save files. If you really want to use your old saves in 0.6, you can copy the contents of the "NO_SKIN_ver04" folder(located in C:/Users/<User Name>/AppData/Local/) into the "NO_SKIN_ver06" folder(in the same location)
I tested the scenario you described and this is what happens:
-The enemy hits you, reducing your hp to zero
-The poison deals damage (but your hp are already at zero)
-At this point, you come back to life using a resurrection (only one)
Everything seems to be working correctly, but I'll do more tests in the future



