I got about halfway through the level. Math and jellyfish is a deadly combination, to me... Maybe I'll try again tomorrow.
NoloriGames
Creator of
Recent community posts
Alright, the curse is lifted! I never would have figured that out on my own, I kept sailing north of the peninsula and trying to dig on islands cause the NPCs made it sound like the library would be farther out into the ocean. None of the grass on the peninsula really looked suspicious to me.
Just wanna say one more time that I really loved this game, even though I was never able to actually figure out how to get the spell that lifts the curse.
Are there gonna be any updates or sequels?
Also, are you fully committed to solo dev, or would you ever wanna collaborate? I have a team that's pretty strong when it comes to drawing NES sprites and making chiptunes, but less so when it comes to code, UI, and overall balance/progression, which are things your game does excellently. So I think if we combined forces there's a chance we could make something really good.
Ok nice I think I was able to reproduce the glitch how you said, I'm walking around with 0 HP now which definitely shouldn't be possible. The good news is that this seems closely related to the attack spam glitch which I've already found ways to mitigate for the next build, so hopefully this glitch can be avoided too.
Btw I tried Cursed Floors and had a lot of fun! Except those inversion floors, those really throw me off, that's where I keep dying.
Haha that's a good point, I should make the final boss immune to Frighten when I do a patch. I'd definitely say Night Quest is the best JRPG though, it's a little less user friendly than this in some ways but it's a much more complete experience that feels more like a real NES game, I've had many hours of fun playing it.
I was able to get a lot farther in the game and it was really great, definitely my favorite thing I've played in this jam. I was actually starting to forget how much I enjoyed classic RPG's before I found. I keep dying in the final dungeon though, even at max level with steel equipment and the Antifire potion, I just can't find the right path before I get overwhelmed with monsters. I'll keep trying but it's a struggle. I absolutely love everything besides that.
I've been poking around the code and it looks like the input spam can be avoided with set_process_input(false) as soon as possible after the first input is received, then set_process_input(true) the next time player input is needed. That seems to be working for me in Godot 4.6 at least. If you're using a different version or engine then that exact syntax might not be right, but something along those lines seems to do the trick.
About the monster and town trigger issues, I think that's caused by a mixture of a code error in the raycast detection function and an issue where towns and monsters aren't properly aligned with the tile grid. Also, the enemy hitboxes were just rushed and poorly designed overall so I'll remake them from scratch.
Once the voting is over I think I'll release a patch and we can see how well my fixes work. It's always really helpful to get specific comments like this, it makes the debugging process much faster.
Thank you, that's really good to hear. There's still a few loose ends holding the story back from truly being good, like what precisely became of the character's wife and children, and where the sun orb thing came from, but maybe in a future version we can clean those up. Room for interpretation is great but I think we left a little too much in the current version because of time constraints.
Thank you for giving such detailed advice! We are planning to try and release an improved version at some point and we may be able to fix some of the things you mentioned. To be honest there is a little bit of artificial difficulty/length in a few of the bigger mazes so it's quite understandable that not everybody would have time to deal with that.
Thank you for the input. The setting of the game was based on a nightmare I once had, and we worked really hard to replicate that atmosphere, so it's great to hear that we succeeded to some extent.
When you get stuck, the first thing to do is look for levers to pull which unlock doors, and the second thing is to look for glowing areas that indicate the exits which might otherwise be hard to find. The levers are rather small and dull looking, so they can be easy to miss if you don't already know their locations. Once you've pulled both levers, all the doors become unlocked, and the rest of the game is essentially linear with certain optional detours.

There are also some visual issues where your character becomes invisible or covered in too much shadow. If you encounter these issues it can make certain segments much more confusing than they were supposed to be. We hope to someday be able to upload a new version which fixes these glitches and makes the game easier to navigate.



