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GMRin

107
Posts
38
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A member registered Oct 25, 2025

Creator of

Recent community posts

You can collect fool's gold inside the Crypt to lower your intelligence.

Thanks. The WebGL version uses a slightly different saving logic, so I'm guess it's related to that. I'll see if I can do anything about it.

Yes, that would be greatly appreciated!

It's kinda necessary with the new Imprint system since the game can pretty much go on indefinitely if you were to grind long enough.

Also, some nodes on the map can trigger optional calamities if you want to challenge them.

Does the game actually crash the browser or just freezes? I've never had any crashes before, but you can try holding R for 5 seconds on the settings menu to reset your save file.

It's the auto-save. This version is quite old, so hopefully the rewritten save system in the next release will fix the problem.

I'll add this to my todo list.

Thanks for the feedback!

There will be more content for sure! At the moment, I don't think there is enough Pity to fully upgrade Vagrant's Sword in the current version. I'm also working on an in-game glossary to help guide players and make it clearer what to do next.

There should be plenty of raw materials near the bottom of the map, mainly from the “Search the storage room” node.

Oh, If you're talking about the WASD camera movement, then I can probably do something about that.

Demon Time scales the engine time so everything becomes faster without breaking systems like hunger or fatigue. I think the main issue players are having right now is performance, but even if Demon Time instead granted Haste (which does what you’re suggesting), it still wouldn’t fix the issue. I already tested this by giving myself a large amount of Haste.

I’m starting to think the problem isn’t in the game logic but in something visual, possibly a shader or the nodes themselves. (Those aren't 2d sprites but are actually vector graphics generated with code.)

I didn't plan for mobile/tablet, but my goal is to make the game playable without keyboard input. The bookmark feature is a nice idea, I'll look into it.

Yup. I’ll have to add a handbook explaining these mechanics at some point.

That icon means it's a dead end.

Alright. I’ll implement that in the next update.

They all give +100% total damage, but there isn’t any order-specific content currently.

It's after “Write Academic Papers,” which can be accessed after taking the Hydrostatics Exam.

Nice. Still, I guess the current implementation of the Alchemy system takes quite a lot of effort?

It’s meant to take a long time, so there are incentives to do evil things and actually kill the spiritfolks.

That’s intentional. I’ll make the text clearer.

I could move "Regain Power V" down so the +100 attribute nodes are accessible directly.

There will be more ways to reenter the Crypt in the future, but I can see why it’s confusing. I’ve reworded it to make things clearer for now.

I’ll keep this in mind when I complete the UI rework!

Thanks. I actually had a theory that the bug happens because the "purchase unicorn" is the 256th node in the array. If this bug happens on other nodes too, then I’m back to square one.

I did some tests and found that Demon Time doesn’t really affect FPS when idling. Its impact is only noticeable when a node is completed quickly, so it’s either some inefficient code running on node completion or the number of text popup gameobjects required exceeds the pool size, causing the game to instantiate them rapidly. The latter is much easier and safer to fix for now.

It’s a problem on the PC version too, but it’s more bearable than on the web version. One optimization that can be done quickly right now would be to disable the text popup while Demon Time is active. That might save some frames.

Perhaps I’ll make it so that Erudition Order students can just buy alchemy ingredients outright. That would make it less tedious and help make each Order more unique.

I’ll see if I can do it. That would help mitigate the save problem some players have been facing too.

Thanks! I didn’t realize the Vagrant’s Sword would be that powerful. The Demo Lord is definitely not supposed to be beaten that easily, haha. The lemonade minigame is meant to be something you let run in the background while you do other things over the course of the game, but I guess I could try adjusting the curve a bit so there’s less downtime. As for the newspaper, I might remove it soon, it turns out to be more obscure than I thought.

Hmm. So it’s a personal laptop. I can’t test on a Mac, but I’ll keep an eye on the issue.

That’s pretty crazy. I’m starting to doubt if 32-bit integer can even handle the rest of the game. Were you going for a specific build, or did you just get lucky with mandrakes?

Noted. I'll try another color.

The new update should address most of your concerns. There are more raw materials now, and you can get the Mysterious Invite after defeating a certain calamity. The only thing still unresolved is the Purchase Unicorn bug. I’ve confirmed it exists, but I’m not sure what’s causing it yet.

That might be it. School admins sometimes reset PCs when they’re installing updates or new programs.

I’m sorry to hear that happened. Is there a chance your cookies were cleared? I’ll investigate this further and see what I can find.

There’s no difference from the previous versions. You have to reincarnate mid-run, but permanent progression are saved.

Frequent updates will just break saves, so I figure it’s better to bundle changes into a larger release. The next update should be finished soon and will include all content for the first academy year.

Thanks! I'll include the fix in the next update.

That's a plausible explanation. It's possible to manually save between each step, so you could technically spend a really long time hitting 10 0.6% chance. However, I probably won’t balance around this strategy, because it’s only possible on the web version, where saves aren’t triggered automatically on exit.

If that’s the case, then there must be some quirks in the random number generator, because getting 6–7 screaming mandrakes shouldn’t be feasible with a stated 0.6% chance. Even 6–7 normal mandrakes would only be around a 0.55% chance. I think having 1 screaming mandrake triggering +9999 vitality (0.03% chance) then getting 500 virtue combined with a good run should already be enough.