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SoulFlayer

6
Posts
104
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A member registered Aug 23, 2019

Recent community posts

Additionally getting to the boss of the village gets:

WHAT I GOT FROM DUGEGON: BOSS dif: 2.0 monster: goblinQueen

SCRIPT ERROR: Invalid access to property or key 'Goblinqueen' on a base object of type 'Dictionary[String, DialogicCharacter]'.

   at: CreateMonster (res://Scripts/GlobalHelper.gd:96)

SCRIPT ERROR: Invalid access to property or key 'display_name' on a base object of type 'Nil'.

   at: TriggerMonsterInDungeon (res://Scripts/GlobalHelper.gd:356)

Inside dungeons, clicking a '?' event can sometimes freeze the game, not sure if it helps but below is what it looks like in the log. I have a save file with what seems to be a guaranteed reproduction if you want it.

WHAT I GOT FROM DUGEGON: MYSTERY dif: 1.0 monster: Other

[Dialogic] No BackgroundTransitions found, but attempted to use one.

[Dialogic] There was an error loading this timeline. Check the filename, and the timeline for errors

WARNING: 3 RIDs of type "CanvasItem" were leaked.

   at: _free_rids (servers/rendering/renderer_canvas_cull.cpp:2679)

ERROR: 2 RID allocations of type 'N10RendererRD14TextureStorage7TextureE' were leaked at exit.

ERROR: 1 RID allocations of type 'N10RendererRD14TextureStorage13CanvasTextureE' were leaked at exit.

================================================================

CrashHandlerException: Program crashed with signal 11

Engine version: Godot Engine v4.4.stable.official (4c311cbee68c0b66ff8ebb8b0defdd9979dd2a41)

Dumping the backtrace. Please include this when reporting the bug to the project developer.

[1] error(-1): no debug info in PE/COFF executable

[2] error(-1): no debug info in PE/COFF executable

[3] error(-1): no debug info in PE/COFF executable

[4] error(-1): no debug info in PE/COFF executable

[5] error(-1): no debug info in PE/COFF executable

[6] error(-1): no debug info in PE/COFF executable

[7] error(-1): no debug info in PE/COFF executable

[8] error(-1): no debug info in PE/COFF executable

[9] error(-1): no debug info in PE/COFF executable

[10] error(-1): no debug info in PE/COFF executable

[11] error(-1): no debug info in PE/COFF executable

[12] error(-1): no debug info in PE/COFF executable

[13] error(-1): no debug info in PE/COFF executable

[14] error(-1): no debug info in PE/COFF executable

[15] error(-1): no debug info in PE/COFF executable

[16] error(-1): no debug info in PE/COFF executable

[17] error(-1): no debug info in PE/COFF executable

[18] error(-1): no debug info in PE/COFF executable

-- END OF BACKTRACE --

================================================================

I couldn't figure out how to do anything other than chill in the town. From the looks of the screenshots, there should be enemies/locations on the overworld but they don't seem to have spawned for me. Not sure if I missed a trigger, but I tried most dialogue options.

You can select a difficulty for the opponent, the easy ones are fairly trivial to beat. The issues that the below user experienced are related to how you need to approach the fight against the dog-girl.

Played this for a little bit, haven't finished it yet, but I'll probably come back at some point.

Below are my thoughts if you're interested in them:

Regen/Vamp Op. A single pickup takes me from being scared of every hit, to barely watching my health as I dive around for coins.

Stage boundary should be visible. It's frustrating to faceplant into and get hit by a shot I was trying to dodge. Also the coins that spawn out of reach are annoying.

I would prefer a more complex collision box with the character, IE thinner collision for legs/head, current for torso. Bumping into the box at her feet is fairly easy to do, particularly at bigger sizes.

The game doesn't make me want to have 2 orbs, other than I now have twice as many bullets. Often I would just stack them and move them both the same direction

Levels feel quite grindy - they take so long and lack tension.

Lack of enemy variety. The above two could be fixed by improving this. There needs to be something to force the player to make decisions. As an example of one addition, some kind of enemy that has a slow moving shield that it tries to face toward the closest orb (Still needs to be slow enough for a single orb to run behind, but fast enough that it's easier with 2)

Boss fights are over too fast/not epic enough (at least the first 3 bosses)

Ricochet doesn't appear to work

I don't think pierce works (not that I can remember a time where there was something to hit.

Area damage works, but has no visual effect.

Explosion exists, and seems like a better Area damage that comes with a visual effect. Unsure if there's a reason to have 2 of the same effect.

Chain Lightning works but has no visual.

The one time I grabbed speed, it appeared to make the red orb faster than the blue.

You should be able to get the vr camera to the correct height by doing room setup again, but when steam asks you to put in your height, leave the headset on your head and enter 0cm as your height. This happens because of Meta and other brand headsets dealing with the users height in different ways.