Thanks for sharing! I'll definitely consider this and add dialogue trees after variables and placeholder/special text are in.
Pisces Studios
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It would be the same as you made your store command. The only difference being is a checkbox "Must have valid CURRENT_ITEM" or something of the like. If the current_item is not found (just as the debug error explains) then it'll print "Invalid Command" for the player.
I also have to clarify that CURRENT_ITEM has to be present in the CURRENT_LOCATION to be valid. If you're trying to move items from one storage to another without the item being present in the current location, I'll have to add a new reserved word for that scenario.
That information was very helpful, thank you very much. I reproduced the bug and found the issue deals with the SET CURRENT ROOM action. The editor wants to read 3 lines from the project file, but the action is only 2 lines. In the case of this problem, the project file is fine, and the editor needs a patch.
I have reproduced the bug, and I believe the error you're experiencing may have to deal with the print message action. I'll publish a patch tomorrow. The project file is off by 2 values and won't load without a manual fix if this is indeed the issue. I do apologize for the set back; I don't have testers to find all the issues and I do appreciate your support.
Thank you for your gratitude. All of these requests are completely possible thanks to the .NET framework the engine is built upon, but will take time to implement as I'm building this solo. I'm currently working on variables and I'll try to publish a roadmap of new feature rollouts soon. Thanks again for your support!
Thanks for your request! I 100% agree!
TexTperience currently uses Windows Forms as its GUI. Until that changes, it can only run on windows. I've been looking into other .Net GUIs that are cross platform. A change like this would be in a version 2.0. In the mean time, I'll be working on getting the runner executable and engine assembly compiled for other platforms so the tool can export to Linux soon.
Very well done. The dialogue kept my attention and made great segues into learning the game while having fun at the same time. This was one of the best spins on vampires survivors I've seen. There's not much to improve here, but If I had to find something I'd say the periodical upgrades should have icons to make them more memorable and identifiable. Very optimized, ran great with low settings on my crappy laptop which is a major feat. 5/5
There's a free demo available on the page. You have to scroll all the way down to see it using the mouse wheel or the scroll bar. Not sure why these jams don't make them more apparent, but if you're still having troubling finding the demo, here's a quick link: https://pisces-studios.itch.io/deterrence#demo
Super simple yet interesting. The art is nice, the spear mechanic kept me occupied, and can be picked up easily which is a huge plus. The game ran at a good 20 FPS on my crappy laptop so that's not bad. I got stuck at the door that required me to crouch or slide.. or something... which I couldn't figure out how to do it.
Was it fun? YES!
What did I enjoy the most? Super simple and nostalgic
Was it fun fighting the big slime with other AI players? Those were AI? I thought they were real! Yes it was fun.
Did you enjoy the goblin king boss more than the Big Slime mini boss? I only played the first 2 quests. Time restraints.
Did I encounter any performance issues? No, it ran great on my crappy laptop.
The game is super simple and easy to learn which is a huge plus for any new players. The beginning tutorial was perfect. Just wished I could interact with the tomb stone :3
The dialogue was just perfect, not super heavy and not too thin. Just the right amount of character building and engagement.
Somethings I noticed that could be changed/fixed:
When I click on UI buttons, my character attacks.
When I wanted to assign my potion, I was only allowed to assign it to 1 or 2, but I wanted Q
This looks and sounds pretty early, like a pseudo gameplay version so I'm assuming a real version would save your progress on a server etc etc. Anyways, that was super fun.
Yeah, the downloaded version ran much better. A bit of stuttering here and there, but overall okay to play. These are my laptop specs:
Processor Intel(R) Celeron(R) CPU N2815 @ 1.86GHz 1.86 GHz
Installed RAM 8.00 GB (7.87 GB usable)
System type 64-bit operating system, x64-based processor
Intel(R) HD Graphics
Driver Date 2014
Driver Version 10.18.10.3496
Windows Home 10
Fits children theme: Yes
Fits Doraemon: Yeah, the characters are recognizable
Overall nice game, the endless matches could be a good thing to keep kids occupied for a while. The AI gives the player chances and can outsmart the player, perfect difficulty.
The game ran slowly on my laptop which shouldn't happen with a simple game like this. I'd say around 3-5 FPS. Optimization is really needed. I doubt it's the code, it's probably the engine.
Yeah, that's pretty cluttered. The top and bottom panels are okay by themselves since they're neatly tucked aside. Of course the windows and tooltips can be closed and opened when needed so that shouldn't be an issue.
9 Dayz UI cards just felt like an unnecessary layer that defeated the experience for me. The map was what I was interested in, but I had to dig through the cards to find out what something was and vice versa. The map felt crushed to give room for the cards.
The way I would've done it was to just have the map centered and hover over icons to reveal the cards.
I dig the anime vibes here. Story was engaging and captured my interest right away, I wanted to find out more about Trout. Unfortunately, I could not get to Chrystollil because I couldn't get past the.. forgot the name of them creatures protecting their young. I gave it countless attempts and am pretty stumped.
The game mechanics were clean and tidy. Especially the grapple hook mechanic. The slowness of the gravity and character were a turn off though. But I am on a crappy laptop and did see the game lag, so it could just be my computer; In that case, the game just needs more optimization. It did take quite a while for it to startup as well, which was concerning.
Overall, you have something good here.
You've got a nice adventure game here with an interesting story and characters.
As a developer myself, I know it can be hard to judge if something is too easy since we have so much experience playing our own games. And I've to tell you this game was extremely difficult. I'd suggest having less mobs in the beginning and get the player slowly acclimated to the combat.
BTW the combat was cool. I didn't get far enough to see if the character gets more things to use in combat.
I'd also suggest adding customizable key binds.
The dialogue was a bit excessive for me, some voice acting would be a nice addition.
You have a VERY FUN game here. The strategy in the actions flow nicely.
The only turn off for me was the UI clutter and the card presentation. I'd prefer just seeing the map, centering the character, and hovering over icons and get drop down menus instead.
A few things I noticed that should be fixed:
- Sleeping or resting doesn't show what my penalty will be for hunger and thirst.
- The jetty drink action should just get me 100% thirst since there are no penalties or at least none that I saw, this way I'm not clicking unnecessarily.




