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salid5

12
Posts
A member registered Jul 15, 2021

Recent community posts

The health door itself isn't necessarily the problem, Its that it replaces the default 10mg door.  I think a good balance  to allow for the new doors/modes to stay in is to always have the default "10mg" and "1000mg" doors available, with a 3rd door that is rotating between the special modes, perhaps.  maybe have 2 extra doors rotating between the 10mg variants and the 1000mg variants?  that way you still keep the original balance of the game but allow focused builds to still have a chance to thrive in something like the "eyes" door, but that door wont always be available since it will still rotate between the other 1000mg door variants.  Having extra doors might make the game a little easier, but it would also still be more fun when it comes to making new runs, like an "eye-focused" build, and you could always introduce difficulties if the game gets too easy.

Just here to say I've been enjoying the game, but miss the hint card.  I like to use cards that reduce the rng when flipping cards, as they allow for some strategy when choosing a card to flip.  in the game's current version (0.1.19), I've found the only alternative to the old hint card is to spam the close call card 4 times, to help you play around the no-no's.  basement hint is just not worth it, close call is simply better in this state  (a single hint card alone isn't gauranteed to tell you where a no-no is, while close call you always know there's a no-no adjacent to it).  also, on that note, is it possible we can have the cards flipped by close call be highlighted with a colored border, so you can more easily keep track of what cards were flipped by it?  I actually tried to go back to an older version with the hint card because I really missed having some idea of where the no-no's could be, its less fun having no idea where enemy cards could be,  at that point it feels like a game of pure luck and less strategy.  I also agree with a previous review, the different doors/levels on tuesday and forward make it impossible to win sometimes, forcing you to spam placebo door to save for 99 cost doors, and also find the 9990 cost door nearly impossible, I've only found one way to hit that cost but its too much rng to get the card combo every day for that to happen, it can be frustrating when you know how to get to it, but canrt because you need specific gold cards to even hit it

That's unfortunate.  I wanted to explore the new content but it takes a while to get back to where I was.  I already played thru two versions of the game, having to beat it again to try the new level takes a bit of time, and its not like this game is super easy lol.  Is there any way for you to add an option to start off at the newest content?  I understand not wanting people to skip parts of the game if its their 1st time playing.  Adding a password to start off at the end of the old content could work, but then there's the risk of people sharing it I guess.

Is there any way to transfer save files from the previous version to the current one?  I don't know where the save files are stored for the gam

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Ok, I feel like I've done pretty much everything for sasha's route now, but can't figure out how to get this harpy cg I've seen others talking about.   At first I thought they were talking about the ghost harpy boss in the apartments, but there didn't seem to be any cg for them.

wait, I seriously had to stand in a very specific spot just to shoot that switch?  I thought maybe the game was bugged, I did try shooting that switch from several different angles and just figured maybe there was some other way to trigger it, since no matter where I shot it from nothing happened.  (the aimer even turned red).  Not sure how anyone is suppossed to know that you have to shoot the switch from the boat,  I tried shooting it with the pistol from the right side with the campfire, then tried steppingon the wooden platform and shooting it from the left side with the rifle, but nothing worked...  This is just like how I got stuck in the forest temple, by not knowing I could shoot the switch when it was off screen.  so  many little tidbits of information the player is never told about.  Anyway, I'm gonna go try shooting that darned switch from the boat now.  This probably won't be the last time I get stuck, given how the game has a tendency to make puzzles you are expected to solve by knowing game mechanics you are never told about.  (it might be worth adding hints to certain parts of the game-like where I got stuck in the forest temple-put a wooden sign the player can read, that tells them about how you can shoot objects that are off screen.  same thing with this blasted switch-place a wooden sign near the firepit that tells the player that the angle you shoot from matters when trying to hit switchs)  little stuff like this would've saved me a lot of trouble

funny thing, I already found out how to get to that secret spot at the bottom of the ship, collected the wheel, and even got the submachine gun from using the wheel.  I was thorough in my exploration before giving up.  I couldn't find a proper way back to get the submachine gun, and had gotten stuck at the area just below the fire with a single green lizard enemy-because the blocks were in my way, I had sneakily glitched thru them, by having an enemy grapple me thru the wall-getting me out.  I have only seen two switch blocks tho, no idea where the third one is?  I have seen one switch block in the ship (its the only one you screenshotted), and another switch block in the area immediately before the green lizard by the fire.

yeah, can't buy grenades from the shopkeep,  I know there is one area with a couple bandits that throw grenades, am I just suppossed to farm them until they drop grenades for me?  otherwise I am kinda stuck.  I can't get farther into the ship graveyard without grenades as there's that one path with blocks in the way of a save stone-which I assume I need to break with grenades.

I did find the guy in the cave, while he did sell stuff, he didn't have any grenades.  I've beaten the temple now thanks to help with getting by that puzzle, found an arrowhead and fire talismans, cleared half the cave with the guy in it, and used the key, but am now stuck again, cave appears to be a dead end until I can break the blocks in my path.  *shrugs*  I like this game, but getting stuck because you don't have the required items gets tedious, could definitely use an npc that c=gives you hints on where to find the next item you need to progress.

Ah, thanks.  Not sure how the player is suppossed to know you can shoot an object that's off screen, also doesn't help that the game's version of a tutorial says "hey, you can shoot levers with your pistol"  kinda makes you expect all levers to be able to be triggered by shooting, so its easy to get stuck on that puzzle when you aren't told you can shoot stuff that's off screen.  thanks for help, looks like I'll be able to finally get somewhere in the game lol.. (I've uncovered a lot of the map, but many dead ends that make me assume I'm missing  key item to progress, like grenades for breaking tough blocks)

don't you need the rifle scope to do that tho?  I couldn't find the scope anywhere.  I saw the walkthru for an older version and the scope used to be in a chest behind the fishing guy's house, but it wasn't there when I went to go get it.  (got an sp increase instead

So, not sure if its a bug, but I can't get past the first dungeon.   I'm stuck at a hallway in the jungle temple, the hall has 2 bugs and 2 of those spiky enemies.   It appears to be a puzzle, and I believe you are suppossed to shoot the lever on the left side to lower the gate, but nothing happens when I shoot the lever, despite it highlighting red when aimed at, is this a bug?  I can't seem to get any farther in the demo and would really like to see the rest.  If this isn't a bug, a walkthru or guide of some sort would really help, there's no clues on where to go, and I feel like I've explored everything I can until I beat this temple that appears to be bugged