Good idea. I tried to design the fight in a way where it's hard to lose, but it couldn't hurt to have a crow fly in to save things before the fight.
Styrus567
Creator of
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Oh my god, I never would have found that performers bug, thank you so much! Funny that Fardy's the only one who survived that extinction, I'll look into that immediately. Also no, Olan's bit isn't a bug. It's supposed to be a goofy punishment for not paying attention, though it would probably hit better if area 1 had more party members to replace him with.
If you're talking about the enemies in the final area, I made the sprites for all the enemies (except for Georgy's first and last sprites (and Rick's only sprite)). Though the sprites are heavily edited versions of the Rando soldier and fishmen sprites, all but the two last encounters' sprites, I drew those by hand. I also technically drew Jared from scratch.
Thank you for the bug reports, I'll get them fixed right away. And as for the other stuff:
1. you need to go to garbage Island specifically with the 10 green paste. If you went there already, sorry but you're out of luck.
2. I'm pretty sure the Toby guy is in the factory where you get Fardy, bottom right.
3. If you're talking about jumping in the Green Area, don't try it. It's just a reference, and Brad isn't in a platformer, he can't jump.
To be honest I'm all for suggestions. If you have any elaborate ones, we could always dm each other or something, maybe even get our Discords through it (if you even have one (and if Itch.io even has a dm system, I'm not entirely sure honestly)). Whatever the case, I'm open to any kind of idea you or others might have, whether I actually ultimately decide to implement them or not.
I'd have to experiment with that. Maybe make it so that random encounters don't happen after a certain point? Part of that is already implemented because you need to return to the Fishman Town in the late-game, and doing this important backtrack could be annoying if you're constantly bombarded with enemies. Balancing is definitely something I want to focus on. I guess before all I really wanted to nerf was the resting system, but now I am definitely interested in fixing the parts of the balance in the original game that were basically just scuffed. You can see that in how I changed Fardy.
Funny you mention that.
First of all, yes the tent guy is intentional. I found it cool that the game had this mechanic of risking bad things happening to fully heal your party, but was disappointed when it chickened out by having free places to nap, like the first area's tent. So the idea there is that "would you rather risk having something bad happen to you on a campfire, or have something less bad but still technically bad happen to you consistently in the tent?" Essentially, I want to make sure that nowhere in Olathe is safe to rest. Though if this is too punishing, I could just have the tent unusable after one rest.
Secondly, the Auroran guy is not a bug. To be honest I might very well change this, as I don't really see anything wrong with checking if he has new dialogue after his hit the first time.
Thirdly, I did make sure to check if the stat downgrades were all in order, but I might've missed something and will definitely check that out.
Same with the hint poster, I had no idea it crashed the game now, it's supposed to have new stats in it and everything.
Thank you for the feedback, I might update this page again with these things fixed thanks to you.
I have no idea how the heck you got Toby, considering he's restricted to the bathhouse and possibly somewhere else in Area 2, so you'd have to tell me how you acquired him. I haven't programmed that yet because he's not even supposed to be accessible. Second, I've never played this Desolate Mod you speak of, nor do I know who this machine gun guy is, apologies. As for the fireball, that's actually kind of a good idea I'll think about it, thanks.

