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Sammyall

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A member registered Jul 10, 2021 · View creator page →

Creator of

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Thank you! It took me a bit to find it; I almost gave up and just figured it was a freak bug. Then I found it, and it was a massive one. Basically the card system that the player uses was developed first, and it only focused on the human deck, not the werewolf one. Once I changed how the card activation loop worked, it broke that assumption.

You should now be able to play! Both the downloaded version and online version are updated :3 If you get any more bugs, do let me know!

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Yehhhhhhhh. I had a sneaking suspicion that I didn't implement that in the massive haze that was the last 24hrs of the jam LOL. While I was writing the tutorial page, I realized that I wasn't 100% sure I implemented it.

Thank you for letting me know as a player! Hopefully in the following days, or quite soonish, I'll have that check done. 

Also, the browser version is the exact same as the downloadable version. I leave it there in case either the images break for the online version, or if people just prefer to download it rather then play online. Though I do thank you for saying that you were on the browser :3 Does help a lot with bugs

Edit: Also, thank you for commenting! Feedback is feedback, and this definitely does motivate me to make fixes and to hopefully go through the pain that is balancing all the cards :3

I'm almost certain I know what you're talking about. However, I have zero idea why you should be getting that error. Especially when I've not seen that error when I went through the game quickly as a test.

If you remember if it happened before, during, or after your turn, that will help! And if it was your turn, what was the card you tried to play, if you remember?

Yeh, one of the things I wasn't going to be able to finish in time was explaining how things worked. I was originally going to put that at the beginning but just ran out of time in more ways than one.

Most of the bugs I've seen so far are from the systems that I implemented right at the end of the jam, so that's been good! And thank you for all the compliments and stuff :3

Hopefully next year ill not only have time but also enough skill to know what to prioritize and stuff. The game was originally going to have custom music made by me. It wasn't going to be that good.... but it was going to exist. Just ran out of time and energy to actually finish making any.

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oof, i thought I fixed that bug, but it seems it still exists somehow. I dont know if you can fix the amount of infected townspeople to allow you to win. Sadly can't fix that bug until the jam is over :( tho I do have a workaround that should work if you want to continue playing that save.

Turn order doesn't truly matter. Its more for the player to know who went before them and who's going after them, incase you might be able to figure out who the werewolf is.

The only way to vote someone out is if the majority of people vote for that person. That means that either 3 of the CPUs need to vote, or you and 2 CPUs need to vote the same person. Assuming all 5 of you are alive. A CPU will vote for a person if there suspicion for that person is 100 or more. The player doesnt see this information,  only there own suspicion,  that they can use for there own information

Aawww thank you! You only play as yourself.  The other 4 characters are basically CPUs. Currently you cannot play as anyone other then yourself.  

Just to make sure you know, your goal as a human is to find out who the werewolf is and vote them off. As the werewolf your goal is to fully infect the town.

Hope that helps ya and if you need to ask any more questions or just need help, you can always ask!

Got the bug for that fixed! However, since this game is for a jam and said jam's bug fixing period has ended, I cannot do an update for this game at the moment!

This bug sadly happened because of a fix I put in. Basically, you should have won with the infected townspeople hitting 1000/1000. Since it'll be a good bit until I can fix this bug, I can give you a quick hack that should allow you to see the ending you worked for, if you want!

ahhhhh, I thought I fixed that error. Ill go in later and rather do the bandaid patch to fix it, ill make sure its done the correct way. (It does that because the infection rate could go to the negatives and the fix tried preventing it. But it seems it also caused some issues)

 Glad you like it so far! And yeh, thats exactly what I tended to do while testing, skipping days to get more energy.  And yeh, the idea is that at 100 suspicion the ai will then start voting for that person. 

Yeh, the save system and the undo come directly from the language and editor I use. Its definitely nice to have. And thank you for your compliment on the images! I had fun quickly making them and trying to at least connect what they say/do to the image itself. Wish I had enough time to make some music for the game.

Yeh, I might move that to the bottom later today or something, since I feel like your not the only one who got tripped up by that lolololol. I got used to it so for me I didnt realize how weird it was in actuality.

Ahhhhh, I get ya. The text you see there, you're supposed to click on it. It's like the intro, where if you see blue text with an underline, it means you can click on it and it will take you somewhere. Hope this solves your problems! And don't mind asking me for more help if you get stuck.

Ahhhhhhhhhh. It took me a bit to figure out what happened to you. You have to scroll down a bit. There's a confirmation thing that appears below it asking if you're sure. I wanted to make sure the player wouldn't accidentally vote for someone they didn't mean to.

Had an absolute blast playing this game! Loved the pre-fakeout part. Especially the sound design of inserting the keys to the dungeon, genuinely spooky and eerie for me.

Also loved the art style! It had a nice charm to it. The only issue I really had was that for some random reason I kept not being able to move left here and there using WASD. 

Also, here's my post-fakeout room. Would have spent more time designing it but I didnt want to not leave a review or rate it before it closes.


Thank you for your feedback, and a massive thank you for hosting the jam!

Yeh, I had some fun writing the more non-story characters and definitely will add some more in the next update.

I also liked the idea of a randomized dungeon that not only had premade maps but also had the connections of the rooms based on the randomness. I don't think I've really seen an RPG Maker game that does that. It still has major problems, like the fact you can go backwards basically immediately and invalidate actually going through the map. That's definitely a core "issue" I'm trying to figure out.

And once again, thank you for hosting the jam! It's been fun and interesting to see what others have created. I hope you have a wonderful day or night.

Thank you for your feedback and comments about things!

"though frankly I think the rooms themselves are too big and sparse." That I fully agree. A problem I ran into was that I didn't have as much time as I realistically wanted, mainly because of poor time management. So a lot of the rooms weren't filled with items and stuff as I wanted. Especially since the combat system was basically not developed. And for that reason, I didn't want to force the player into using that system, since it would just make more players dislike the game.

"It's not awful, it's rare I encounter an RPGMaker game with truly bad combat" To give you an idea, in this version like 95% of anything you do combat-wise is like default RPG Maker stuff. Default as in if you make a project, that's the data that's loaded in. I can't remember how much I modified since I suffered a loss of data when it crashed. (Sometimes when you think you are safe and stop panic saving is when it crashes.)

About the levels. Originally I was going to have around 5 to 10 rooms per layer. However, when I tested it I got room 2 about 6 times in a row. With how the random generator works, with rooms 1-5, you would have a 33% chance to get that room. (3 exits / 9 exits total) I figured at that point there's no way to have that little room without it getting boring, since for me, if you got multiple rooms back to back it could easily get boring. And if you're wondering, even now I'm still struggling with how to implement or even have a system to prevent the player from going immediately back. For me, I adore making levels. I find it fun and entertaining to just put on a video in the background and work on them.

"Or perhaps just have fewer, smaller rooms per layer." From my personal experience, you either have a few big maps or many small maps. Trying to get a few small maps to work in my strong opinion doesn't work without a lot of effort. I was actively avoiding a few big maps because that's what basically everyone does, so I went towards the many small maps. And you would be correct; when I posted the game, I put the tag rougelike on it, specifically for that reason. 

"I like that you went a bit experimental with it" Thank you for that comment! Another huge reason why my time management was bad was simply because I had no idea what the "core" idea of my game would be until like the 28th. I would rather not make anything basic or that has already been done, because for me that doesn't fit the theme of the jam. I've had the mindset for a while that the reason something doesn't exist could be simply because it's difficult to do it right. And this was definitely one of them, lol.

"And frankly I don't know that I found this to be a "so bad its good" experience." Being brutally honest, I'm not surprised. I didn't have a good concept of those types of games. I do have a concept, yes, but not anywhere near enough to try to make a game based on that idea. So, why did I join this jam? One main reason why was simply because I put a lot into others opinions about things, especially when it is something I've never done before. My self-worth is basically near 0 most of the time, so part of the reason I haven't finished and published a game before is simply because I grow to genuinely hate it. I felt like I could post to this jam not worrying if people saw the game as "bad" because that's kind of what it's going for.

I also interpret the idea of "so bad its good" as a diamond in the rough. Where the game is bad in numerous areas, but you can see that its "soul" shines brightly. That you can see the creator genuinely cared about the game and was trying their best, but they just didn't have the skills. Some of those lean into that quality and make their "badness" part of the charm. But yeah, I do agree with you that it probably doesn't give a "so bad its good" experience, or at least not strong enough to say with certainty it does.

If it isn't obvious by how long these responses can get, I can and will type a lot of stuff, lol. So I'm hoping when I update the game after the voting period of the jam ends I should have a lot more dialogue and story in basically every area.

Thank you for the feedback again, both negative and positive! It was wonderful reading them, and hopefully you'll have a good day/night!

Thank you for the feedback and the kind comments! Honestly, the best thing I can hear from this version of the game is "I had already explored all of the random rooms". But yeh, the huge bulk of this game currently is just those rooms. And like you said, background music would have helped a lot! I can say that because I've been focusing on adding music and sound effects to the game for an update hopefully after the jam rating period ends.

"but pulling that off in RPG Maker could be a pain in the backside." Looks over to the 2 hours I spent trying to prevent the player from going backwards and once finished, hated it and scrapped it...... Yeh, you couldn't be more right lol. But for me, I've always believed in a saying, "Limitations breed creativity." So as long as it feels possible for something to be done, I'll try to do it.

Also, a reason why I actually "liked" the player to immediately go through the exit they just came out of is exactly what you did. Explore the room, and if you've seen that room enough, you can sometimes quickly skip it for another room. Thank you for proving to be those people exist lol.

Here's a fun fact for you: Yesterday I did testing to see if going through the exits quickly would affect the RNG of the rooms. I had experience from coding before that if you sometimes call an RNG function quickly enough, it won't update the random number, especially if it is based on time. Going through quickly or slowly did not influence the RNG, from what it looks like; however, in my quick test I went through 110 rooms, and not once did I see room 13. So sometimes you do get unlucky lol.

But yeah, thank you for the feedback, and I'm happy you enjoyed the game!

Like Ned Reid said, this is a realy impressive scrach game. The only huge issues I've found are mostly with the music not being balanced, not being told anything at all, and those collisions being a bit wonky. Other than that, it gives good vibes, especially for being made from scratch. As someone who used to code in Stencyl in my HS, rather then scratch, this game would have deffinitly gotten like an A in the CS game class.

Looking at it from a game perspective, it is definitely very basic, but at the same time, it was fun to shoot and move around. And the art assets were bad in a good way. Was a cozy game to play for a few minutes and shoot the mech thingies.

There's not much substance in the game, especially since I have zero idea what the packs are for. I'm assuming're just not implemented currently. But again, the game has the main core loop mostly built.

Good job making this game!

Thank you for your congratulations and your feedback! Yeh, the monsters were a last-minute add because I didn't manage my time well. I kind of made them in this version skippable simply because they are not really developed.

I'm happy you liked the world-building! I'm currently working on an update and hopefully going to add more story, dialogue, and other things like that. As well as fixing things here and there.

Because of my bad time management, I wasn't able to implement as much story, gameplay, and other things like you suggested. And I fully agree with basically everything you recommended! This is basically a very rough version of the game I want to make, and hopefully once the voting period is done, I'll have done enough to actually have this game feel more "presentable".

Thank you for playing and your feedback! I hope you have a wonderful day or night.

I get what you're saying, and I do agree! I just now figured out how to get it so that both monsters and items can show up randomly in predetermined spots. That was one of the huge ideas I wanted to get into this version but couldn't because of how bad my time management was.

And yes, I fully agree on the whole combat thing being an assumed idea to drive a player to play. The main reason why I put the monsters in there with how half-baked they are was simply to have SOMETHING that isn't just "walk through a room, look at it, then leave" over and over. The monsters just existing gives the player a sense of something rather than nothing. Remember I'm saying this with the understanding that they are really, really underdeveloped. I could have put some NPCs down there, and that might have been a better choice. But to me it would have still been the same issue as above, in my opinion.

Another thing you might find surprising. I actually spent a small amount of time on the monsters and the items. Most of my time was spent creating the dungeon maps, the randomness of it, and making the town. So its not like I didnt specificly focus on them, it was more of like "padding" in a story.

One thing I actually actively avoided was rigging the dice. I don't really have any good reason as to why I didn't; I just didn't want to. I felt like it wouldn't be fun, nor unique if I just rigged the dice, like what basically every game would probably do. That and I like the idea that the more exits a room has, the more often it would show up. Maybe I might rig the dice on a specific layer or something, but for the whole dungeon, that would defeat the whole "uniqueness" I'm aiming for.

And yeah, I did the same thing with my title. Though I would be both very surprised and very concerned if someone found out what it referenced (other than me, only one person knows and that's because I told them). Simply because it takes numerous leaps of logic to get to the end of it. Though I only did this because I'm genuinely shit at naming things and this was the only way I could name something. (A hint is that the name eventually leads to the idea of randomness.)

Again, thank you for your response and the time it took to craft it! I do genuinely appreciate it :3

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Not that bad. I think I found a glitch where if you have no cows, the monsters seem to just... freeze and not attack. Also, the monsters per wave and how strong they were ramped up way, way too quickly in my mind.

Also, the dialogue was nice to read! Though I would personally make the dialogue pass with a different button or something, since I passed by some when I was feeding the cow.

I want to put it here, in case you see this. There's a thing if you edit your page that specifies the size of the window for the online version. Currently the online version is way too zoomed in, so no one can play it online right now.

Yeh, I kind of deluded myself into thinking that anyone who wanted to actualy play the game wouldnt do that. And they would only do that if they were either bored with the game or just wanted to skip a room they've seen enough of.

Thank you for your feedback! It is genuinely appreciated.

Your 100% right about the whole "needs to be something to give a sense of progress and keep you pushing forward". That is honestly why this version has monsters and some equipment in the dungeon. So that there's at least some type of progression before you get to layer 1. And yes, layer 1 would technically be the "ending" (Big quotes there) at this point in time.

Also, with the point above and what you said, that's exactly why I didn't put some monsters to chase the player. It would have just made the experience even worse than it already was.

"smaller dungeon with fewer maps" God, I wish that was the case with the main mechanic. Originally I was going to have about 5-10 rooms per layer, and that was it. However, when I tested it, some rooms would come up like 8 times in a row. And that was really, really boring and annoying, even if I was just testing the randomness at the time. Currently you should have, at most, a 9% chance of getting the same room (so long as there are 3 exits).

You also pointed out both a benefit and an issue this game had, the fact that the "wrong parts were finished". If it wasnt suprizing at all, I first worked on the dungeon part first, since I tend to prioritize the more compicated parts, espicily since I didnt know if that could be fesably done with my understanding of RPG Maker. Furthermore, I just genuinely blanked on the music part since I had it turned off since I listened to YT when I was making it.

"Alas, hindsight is 20/20" Thank you for summing up my expeience making this LOL. Furthermore, thank you for the compliment about some of the dialogue. I wanted there to be some breaths of fresh air that aren't all about the dungeon or the Guild. Sorry if this reply is long; I tend to write a lot, and I wanted to not only give info about what you've said (even if you probably don't really care that much), but also let you see how much I am thankful for your feedback!