Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

NoseBecc

659
Posts
1
Topics
4,099
Followers
2
Following
A member registered Jul 03, 2017 · View creator page →

Creator of

Recent community posts

That's the plan...!

That's an issue with GameMaker sadly, I have no choice but to wait for them to fix it... If the workarounds in the README don't cut it,  I recommend simply playing the older version (available right under the most recent ones!), it essentially has the same content!

Sorry about this, I was very disheartened myself when I found out some people had this issue...

There is no release date yet, I'm still actively working on the game! I am posting monthly devlogs on Patreon however ^^

Which, there are no cheats in this demo but the Patreon version does have a debug mode, you can find more info about the debug functions here: https://www.patreon.com/posts/119207938

Thank you for telling me!
Lowering the difficulty doesn't lower the amount of EXP gained. I do plan on improving the overall balance, as well as adding more difficulty options in the next big update!

Balance has actually been a tough subject, given I've had report of both people struggling on the easiest difficulty, and other breezing through the default difficulty. At the very least, I do think the game should be easier this early on, so that's the direction I'll be going in for the next update.

That being said, it is possible to complete the demo even by avoiding most encounters! Don't hesitate to experiment with the battle systems. Combos are especially important as they'll trigger your equipped combo spells (which you can stock for later by middle clicking them), increase damage dealt to the enemy when destroying Shapes, and cause energized oyons to appear / purify cursed oyons. Equipping the right spells on the right characters depending on the area, as well as good trinkets and relics, is also very important! Don't hesitate to swap characters mid fight as well as this gives you a slight heal on top of a different spell loadout ^^

Thank you again!

Understood!
Thanks a lot, I'll keep this in mind! ^^

Adding new languages isn't my priority right this instant, but it could happen in the future! I'm certainly not against it ^^

Thank you! ^^

There isn't really a way to avoid grinding currently, though the Ghosts in the forest can drop a trinket that increases earned EXP when equipped!

I'm currently working on the next update, I don't have a date but I do post public devlogs monthly on my Patreon if you'd like to follow the game's development ^^

No worries ^^

I'm sorry, but at least at the moment, I have no plans for a mobile version release!

It's in the Itchio version! What the patreon version has that public builds don't is a debug mode, everything else is the same

Thank you!

1. You don't have to stay a patron. Once the game releases, I'll have a list of everyone who donated at least $5. Whether they are still a patron or not doesn't matter for this! So a one time donation is enough to get access to the game when it releases ^^

2. It could be Steam keys or it could be something else depending on what platforms I'm on by the time the game releases and what you want!

Yeah! You can use the pod in the very top right room of the Rietti plains to go back to Auria and Sablee ^^

Sorry, I have no plans for a mobile port currently...! I don't believe the gameplay would work very well on mobile

Oh then yeah, there's a bunch of new stuff after the ocean now!

It's still a demo, though depending on when you last played it it might have been updated since!

Note that what's mentioned in this devlog isn't implemented yet, it will be part of the next major update ^^

It's just a normal item, it' used in an alchemy recipe ^^

I'm not exactly sure what you mean, but to find the pirates you need to walk all the way north of Sablee, then into the ocean!

Here is the walkthrough if that helps: https://www.patreon.com/posts/119207938)

I would say about on par! Definitely not more subtle ^^

Hello, thank you so much! This means a lot ^^
I've got quite a bit of work ahead of my still (including rebalancing some stuff :B), I'll do my best!

It sure does! Have you looked at the README?

If these workarounds don't work for you, the old demo is still available precisely for that reason ^^

Sadly, I've no choice but to wait for Yoyogames to fix this issue, this isn't something I can do on my side...

Thank you very much! :B

A character's level can only be raised up to a point until you have to rank them up. Once you do, they become able to lvl up further! ^^

Yeah, it's really annoying but there's nothing I can do...

That's why I chose to leave the old version up, it has almost the exact same content and doesn't have this issue.
Though there are also a couple workarounds in the README, did these not work for you?

I would like to translate the game in several languages in the future, but it will be a while before it happens...!

However, there is a walkthrough available (https://www.patreon.com/posts/119207938), you might have some luck translating it to Russian using a translate tool and figuring out what to do next by using that instead ^^

These are hidden among the diamond shape patterns on the walls! ^^
They can be found in both Biscotti and the Rietti forest. Look for a diamond shape with a horizontal seam across, and a vertical seam in the bottom half

There is one at the intersection close to the west entrance of Biscotti

Maybe.... I'll consider it!

lol this one is very very powerful yeah, I'll probably change it a bit in some way in the future :B

Nice!

There will definitely be more Travelers later yeah, some of them will sell items ^^

You can go back to Sablee and Auria though! You need to use the pod in the top right most room of the Rietti plains for that ^^

Sadly some people have been having this issue, this is a known GameMaker bug that I can't do anything about definitively right now...

I do have a couple potential workarounds, besides playing the old version, which are listed in the README.txt

I hope this helps...!

lol no, there's no purpose, it's just for fun ^^

These puzzles are a bit complex yeah... I'm thinking about improving the hints, or maybe even giving away more of the solution for these if you ask for a hint a second time, something like that

Aah, yeah that specific one doesn't yield any reward. I actually forgot the Auria shape drop was missable in the demo (though it's not particularly useful). It won't be in the full game, but I'll see what I can do about that in a future update!

Oh definitely not! I don't recommend playing with a touchpad.

The balls do get some invincibility frames so to say, right after you click them. Maybe that's what you experienced?

The reward is a yellow version of the boomerang spell. It will be available in other ways in the full game, but it's the only way to get it in this demo!

You don't really need it though, everything's doable without it.
Also, you can press Enter + Middle click to skip a minigame attempt if you want to retry / stop faster ^^

Thank you!

Ah, that fight does have a lot going on. The only way forward is to defeat it!
The heart does regenerate, and the regeneration gets faster the more damage you took, so don't hesitate to stop shooting and focus on evading if needed! You can also spend an attempt or two just observing the patterns to better figure out how to dodge them, nothing wrong with that ^^

I am planning a bit of rebalancing / better difficulty settings in the future, but currently that's the only way...!

Thank you very much! I'm actually looking to minimize the grind in future versions ^^

You'll get to go back later, nothing is permanently missable! You'll see what these pressure plates are for later :B
It's just that there are some sequences of the game where you're  confined to certain areas ^^

There is a good chance you didn't buy the Star box at the vending machine! ^^

Thank you! ^^

The Thunderhorn isn't required to continue! It's just a relic you might get if you're lucky enough. You can also refight every boss as many times as you want at the end of the demo, so it's not permanently missable!

Thank you very much!

Captured souls are really just used in some recipes currently, or they can be sold. They don't have any purpose outside of that currently ^^

No problem! Good stuff ^^

The sign at the end of the game does mention the pod and being able to go back to Sablee / Auria ^^

I actually disagree about the clouds and bricks in Auria! The bricks are slightly discolored, but also shake when hovered upon ^^
The clouds are harder to think of, until you encounter these lines of clouds jumping in the background. Although, I'm planning on giving them a better SFX when clicked, and maybe making it so you don't have to click them 3 times to destroy them, that could help.

About the fights, you can always walk back the way you came from when you encounter one, so it's possible to skip them in that sense! Smash also lets you instantly destroy fights if you're 10 lvls or more above the enemy, but yeah that doesn't work on Shape fights, you'll need a Heart dummy for these ^^

I try to make it so saves are compatible inbetween minor updates, but for major ones it's extremely likely they will break in some way yes. Sorry...!