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obliviondoll

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A member registered Dec 12, 2019

Recent community posts

Sorry to keep breaking stuff but it's so fun to play lol. Thanks for making a really cool game!

Found some weird bugs with the warden of moonshield. I've had it count as high as 12 on the mystic, and miscount in various ways (3 or 4 when I cast 5+ spells which fit its conditions). Then in the boss fight, had this happen:

Still won though xD

New bug from 1.1.4 (just downloaded 1.1.5 and haven't tested but it's not in the patch notes)...
My best win so far was God 1, so I have God 2 unlocked.
I just won a run on Normal with the berserker and got told I had unlocked God 3, as if I was playing on God 2. It didn't unlock, just told me it had, but... yeah.
Also, across a couple of the recent builds, finishing a run has had the game popping up messages when i return to the menu, telling me I just unlocked the berserker and mystic, even though they're (obviously) already unlocked for me.

I've finished a couple of runs with the defensive deck on the mystic, and it feels really solid. I'm still getting used to drawing the extra patterns and making effective use of them, but it felt easier to win using the defensive deck on normal than to beat the first boss (and I tried 3 different options) on easy with the low nodes deck.

I'm not certain how much of this is an actual balance issue, and how much is just that this game is harder on a touchpad, though xD

Quite a lot of things over the years. A noteworthy example being that it used to support larger fonts for people with vision issues, because GabeN had bad vision, but almost immediately after he got laser surgery he was like "k don't need that any more" and since then, they didn't just remove the in-built options for larger fonts, but made changes to how skins work to make it harder to add them back.

For me though, in 2019, the Steam client got an update which has turned it into a literal health hazard. It's an active trigger for a variety of photosensitive medical conditions. I get migraines and it's affected me really badly - spent about a month bordering on hospitalisation almost daily because of it, before finding out that the Steam update was the cause.

Numerous people have identified a variety of (mostly easily-fixed) causes for this behaviour in the app, and Valve's responses so far have included:
-admitting they knew within days of the problem starting, but promising not to take appropriate action to fix it.
-repeatedly gaslighting people affected by the issue.
-intentionally violating privacy laws in multiple ways while trying to dodge liability.
-on multiple occasions, directly abusing customers asking for help, including at least 2 instances I know of where they tried to coerce customers into self-harm.

At this point, that's more than sufficient levels of horrific behaviour for me to say that even Epic would be a better choice at this stage.

Couldn't get a screenshot of it, but... there's a bug with the mystic's ability when fighting enemies with the "chain" special effect. Using a chained card doesn't highlight the card properly, and doesn't reveal the new pattern to trigger the upgraded effect. They highlight like they're mid-cast, but don't activate properly. It's weird.

After a couple more runs with the low nodes deck on the mystic... it might need some uptuning on some of the numbers. Not 100% certain yet but it feels kind of rough at present. The mystic's unique mechanic is really fun though!

So jsut died in the second area on easy, on my first attempt with the mystic. *WOW* that's a fun mechanic but... going to take some getting used to! O_o

After the 1.1.3 update, i was able to finish my previous run, which had already been a lot of fun. Thanks for the fast response!

And this one is apparently reproducible. Had it happen twice in a row...

And another "can't progress" bug, this time after beating the final boss...

And further information... Cast 1 heal then 1 damage then the buff card, and it didn't break. So now I have no idea what triggered the glitch...

And... this might need reformatting to fit on the screen xD

Doesn't happen every time though, apparently. Restarted the map and tried it out again to test and it worked on a hand with 2 attack cards then a healing card, so the same basic set of cards but different order. Might only break if the first card is healing? Not sure yet.

Yay new update! Some really cool things there, but... I found a bug with one of the new abilities for the berserker (who my gf is calling "Stick Kratos"). Using the "+50% damage to previous cards" ability causes the game to lock up, doesn't give me the "confirm" button.

Thanks! This will be chaotic xD

So I stumbled onto Nova a while ago and finally got around to picking it up for my gf who wanted to GM a game for a group of us. The rules look fun, haven't played yet but am excited to do so. I'm currently bouncing between all kinds of crazy stupid build ideas, which is usually a good sign.

I've put together a Drifter build based on one of my favourite 5th-gen Armored Core designs, but it led me to a question. If I build my Drifter to only have 2 fuel, then use those 2 fuel on an overclocked attack, I end my turn with 0 fuel, triggering empty clip. When this resolves, I gain 3 fuel. Does this mean I have 3 fuel (more than my starting value) or does it cap at 2 since I don't have the ability to go above that?

Or is this an "ask the GM" moment?

You're the one who gave me something to reply to. If you didn't want an answer, why did you comment?

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And at no point have I suggested removing the game from other platforms to release exclusively here, nor have I said that itch is the only reasonable platform for the devs to use. Because none of those things would be sensible requests or claims to make. I've just pointed out that there are reasons for some potential customers to avoid the only 2 storefronts the game has shown up on so far, and far less reasons for any customers to avoid the platform the game originally showed up on. "It's not high volume" isn't a good reason to avoid a platform the devs have experience using, which has no upfront costs for posting the game here, and which offers better profit per sale than the alternatives the devs are already using.

EDIT: Also, friendly reminder that 2 years ago, the dev added "coming to itch.io in the near future" to the store page on here. Is it the "near" future yet? From the time of the game's original full version release more than 2 years ago?

Revised opinion with the hotfix to the aiming issue.

Swap is still my favourite ability for fun factor, but I think orb might be better at dealing with Greg. I'm still bad with vortex, but that's a "me" problem, not an issue with the controls.   

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Nice, thank you for a quick fix! And immediately after the fix, I won for the first time with an ability other than swap. The ability to aim it properly makes orb really useful! I can confidently say that my issues with using vortex are purely my own, it seems good but I'm bad with it xD going to need practise on that one!

And this one just because it's a cool pic lol

And I got a new high score...

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Sample of the spawn locations being spread apart more than usual, with a bonus of Greg moving during cutscene:

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ok... so... with new control remapping, I felt more confident trying out the other abilities. I still have the original build too, so I can compare the changes between the two.

In both builds, the "release to throw" input on the blue orb throws you in the current movement direction, and releases the orange orb to drift based on its direction when you release the button. When holding the orange orb though, the "release to throw" input used to always throw toward the cursor, and now it doesn't. If there's no button mapped onto a mouse click (or if the "ability 2" button is the only one, since it doesn't seem to function yet), it throws in the direction of movement, and with at least one mouse button mapped, it usually but not always throws in the direction of the cursor. Makes me wish this behaviour was consistent about aiming at the cursor, or customisable on whether it fires in movement or cursor direction.

Also, the orb ability has issues after the update. Before, it was awkward because it required me to hold my finger down on the touchpad for a mouse click input, while also holding the ability button. Being able to remap the buttons so I can choose which to hold should have fixed this, but now I have to aim with movement inputs, not the cursor (and unlike the basic orb throw, doesn't fluctuate with input changes). It also has a default drift to the right, aiming that direction by default. Requiring up to 4 buttons being held at the same time is... problematic. Was awkward before, but much less so than the updated version.

Swap remains my favourite ability, with orb being my second pick in the old build and vortex in the new build. If I had cursor aim of orb with control remapping, it would definitely be a more viable option.

And finally, Greg seems to have changed slightly. Sometimes the player orbs spawn further apart when facing him? Not sure what causes this but it's not consistent. That said, the game's framerate doesn't appear to break on the death screen any more, which is a good improvement.

After taking 2 weeks to get 3 wins without remapping, I've just got 2 wins out of my first 3 runs with customisable controls. Can confidently say it's an improvement! Thank you!

Yay remapping! O_o

And immediately after getting to remap the controls, I managed to win my first run. I feel more in control now than I did. That said, default controls with the new build have "A" mapped to 2 things xD might want to reset those at some point? Nice to know the game lets you do that, though, a surprising amount of games won't!

Third win! (Would definitely feel more comfortable with the ability to move the left and right click inputs off those buttons)

This is fun so far. Hopefully when the full game is ready for launch, you publish it here too, not just Steam. Great work already though!

Thank you for making the game fun enough to keep playing! Looking forward to control mapping options still!

Same issue here with the downloadable version. Seems like the current build of the game is broken. My web based version is still running with the tutorial already completed, but the downloaded version has the same issue you mentioned.

Finally! O_o good times!

ok I got worse xD kind of annoyed at this one...

SO CLOSE!

So... I'd love to try this out, but the first instructions are "hold LMB" then while still doing so, "hold RMB" and...

I was trying to play on a laptop touchpad so... that doesn't work lol. Would be nice to have actual keyboard inputs for the keyboard controls...

Well, this is... better than I expected to be able to do without having customisable controls... Not quite there but close!

I fought Greg 5 times last night, only had the game-breaking bit once (the framerate issue happened on the "you died" screen so I don't count that). Not entirely sure of reproduction steps, but hope my info helps?

Also thanks, game is awesome!

And after coming back for "one last run" before heading to bed...

Apparently Greg only breaks the framerate on the "you died" screen if you die at the start of the fight. If you get far enough before dying, he doesn't break it.

Oh, and... definitely want the ability to remap the mouse clicks onto the keyboard. And preferably also to move the Q key to something else. it's not a bad spot for it, but not great either.

Second encounter with Greg:

Figured out how he works and did about 1/4 of his health worth of damage. Didn't manage to recreate my "turning invisible" glitch this time, but suspect it might come from landing multiple hits on invulnerable targets while using the swap ability.

Also, death with non-Greg enemies on screen hasn't caused the framerate to die, but both times I died to Greg, the framerate crashed to less than 1fps after a few seconds on the "you died" screen. Not sure why, but restarting or quitting to main menu fixed it instantly.

And I found Greg and he broke the game -_- good times.

I didn't know how to fight him, but also, after trying to swap through him, I got stuck invisible and couldn't see either of my orbs, and just randomly took damage a few times then died. Then the framerate tanked so hard on the "you died" screen that it should be measured in seconds per frame instead of frames per second. Kind of impressive for this art style to chug that badly on my PC xD but also probably not working as intended... Still super fun though!