oo its the person who did a video on my game, hiii again
yay small internet
ShnenyDev
Creator of
Recent community posts
yayy ty for the kind words, i have huge plans for the 2.0 update and beyond
It's gonna take an intimidating level of effort to get there though, so i took a ~2month break
I'll look into the treasure compass thingy, I think it only points to certain kinds of expired chests? but it's no biggie since i want to encourage the player to move around alot anyways
ooo sounds neat, join the discord and ping me we can tolk about it 'https://discord.gg/2dqz7ufsBk'
noooo so 1.1 didnt fix it huh
i've been having reports of this crash since launch and me and the godot community just cant find the cause
seems to be an irrational symptomless crash with no errors or issue logging, so ive just been trying weird things each patch since an irrational bug needs an irrational fix
ooo many words, okay response time!
Klee: koya and I had a discussion today on this and mhm, we agree she probably needs some tweaks. Her most distinguishing gamefeel feature is her normal attack, but atm it's just a bit too restricting, and not rewarding enough, on top of this her minefield passive just doesnt make sense and makes proper spacing even harder. We wrote up a GDD about klee adjustments and i'll hopefully have them implemented for a 1.04 patch
Input Lockout: yep, you cannot use Q or E while your character is 'occupied', this doesnt apply to guoba or oz as they arent the player character. Normally this is fine i think, but with the addition of automatic normal attack settings, it's very confusing. I'll likely make it so normal attacks no longer cause input lockout
Fischl: her Q is meant to slowly rotate towards the cursor, and constantly move forward. There was a bug where sometimes it would rotate the long way around to point at the cursor, i thought i fixed it but sounds like i didnt
Items: we have lots of precious items planned, surprised to hear you want a pickup range item though, i feel like it has a bit of a strange spot in PQ, never really being worth a slot, i'm not sure if picking up exp makes much sense as a mechanic in PQ, i'll have to give it thought
Item display: Already a thing, i made it a bit more noticable in 1.03, i guess i should add a tutorial pointing it out, alot of people are missing it
Thanks for the feedback~! hehe koya says he has ideas for Ayaka, and i (as the programmer) should be afraid
he wants to add inazuma as a stage first though
This place is fine for it, but i did add a discord server in 1.03 that's prob the best place for discussion of this kindo stuff
1: noted, can be tweaked if needed, i'll keep an eye out
2: It's mostly useful in earlygame for damage, but it's consistently useful for its unique ICD, knockback, and low cost meaning it can trigger CA effects easily, also i'm surprised to hear you value the exp passive, i thought it was giga undertuned myself
3: we'll wait until there's more stages before adding more elemental roadblock enemies, but mhm it is planned
Never crossed our minds before, we didn't really set out with the expectation of user made content or patches, this is our first project after all, but i guess there wouldnt be harm in it. Maybe if there's demand for it? I'm in no hurry to go figuring out how to set that up though, we still have to find our playerbase

