I have a similar issue but with Butler. Trying to upload a build fails, and trying to login and log out also fails with "
authenticating: retrieving wharf status: Server error: HTTP 403 Forbidden for /wharf/status"
Hey there, superfreq! Thank you so much! I will do my best to finish Soulblaze and am always happy to hear when people are still interested in it. Am definitely still actively working on it and will write another devlog soon.
Glad you enjoy my alt texts haha. I hope I was consistent with adding them!
Ah, gotcha! Sorry, I was so stuck on the word "moves" from Pokémon that I didn't compute haha. Thanks for making the images.
I could whip something up. Should be doable as I'm already reusing an object that takes care of button prompts.
Regarding the keybinders, it's an important accessibility features for players with physical disabilities that rely using different controllers. Remapping inputs enables them to play the game. So I'd say every game needs it, actually :)
Hi! I've been uploading my game builds with Butler and while it used to fix permissions, it doesn't work anymore. I'm exporting an .app bundle via Godot standard export templates. I tried both .app and zipped. In both cases players get the error that the game is damaged and can be run. It works fine when running through the Itch app or when manually setting permission with -xattr
The mac build also launches when uploaded via SteamCMD.
According to the docs, Butler should take care of that. Any clue what I'm doing wrong? Is it maybe new libraries that I added?

Oh, that's cool! I didn't know it even works with those older controllers. Thanks for testing and letting me know :)
I'm still not sure I understand "names of moves instead of button images", sorry. I assume with "moves" you mean the tricks that Animons can perform during battle which don't show any gamepad icons (at least not intentional)?

Do you mean these or something else? Would you like an option to disable controller icons in the UI in general?
Hi there! Thanks for playing and your feedback.
The controller icons should swap on the fly depending on what input method you're using. When I test it, it changes betwee keyboard, XBox gamepad, and PS4 controller for example. Is that not the case for you?
Also, I'm not sure I understand the rest of your comment. The name of the moves are displayed on screen, there shouldn't be any controller buttons. Could you share a screenshot so I could get a better understanding of what the issue is? Are you talking about the battle screen or the input remapping screen?
Few things despair me more than the Itch.io text editor haha
And I know how annoying it can be when you get feedback that assumes a later stage in development so I hope I wasn't too bad :D
No need to apologize! You communicated that it was an early build so bugs are to be expected.
I'll definitely want to give it another shot and try more of the battles. On my first startup I alt+F4 out of the game because I was trying to get the controller sorted which led to a long freeze and the log saying it was unable to free an invalid ID. The log file is HUGE. 2.4GB D:
(I still have it if you want to see it)
When I started the game again, I was above the start point with some items spawned around me. Maybe that was the reason some of the things didn't trigger correctly?
Hey!
I enjoyed the game, the art style is cute, relaxing, and inviting. Monster taming and farming sim is also always a combination that hooks me :D
The combat is very interesting, I really like the potential of the risk-reward of drawing sharbles and am intrigued to see what other strategy / options I will have! My first strategy was to just pull as much as I could, getting closer to the limit but that always backfired. I won the first fight by basically overloading every turn haha.
It took me a while until I understood the UI for overload though. Initially, I thought the number was the indicator and that I wasn't supposed to go over 100. The diamonds are very small and the particles floating around have the same shape and color as the filled overload units so I didn't notice at first that something was changing. I got it eventually, but I would suggest making the bars, which seem to be integral to the combat system, standing out a bit more / easier to read.
Additionally, already having sharbles with different effects might be a bit much to learn at once, in my opinion. Figuring out how the drawing works, overload and damage, that there's a bar for each spryte, is already quite a bit to learn so I think just starting with a bag of basic identical sharbles could help avoid overwhelming new players? Then let the player add additional ones a bit later once they have figured out the basics.
I'm not sure if I had broken the game somehow but I had a feeling that I did something wrong at some point. There were no other wild sprites or battles beyond the first one. The skull explained to me how the farm and tool works and then nothing else seemed to continue? I'm not sure if that was the end of the alpha already. Also, going back to the skull started the initial dialogue again and I got the skull in my inventory a second time :D
Generally, like the direction and am excited to try more!
Hi,
I've been exporting my game for macOS from Godot which used to work fine but now since I'm using the GodotSteam extension the build does not launch anymore without applying "xattr -dr com.apple.quarantine [application]"
I've been uploading via Butler and as far as I read it'll take care of executable permission and flags? I don't have an Apple Developer account yet so I cannot properly notarize the app so maybe that's the issue but I wanted to make sure I'm not exporting incorrectly on my end. I tried exporting as DMG, Zip, and app and they all throw the error "app is damaged, move to bin" but in launches fine once I remove the quarantine flag.
Thanks in advance
EDIT: I should add that the game starts fine when uploaded to Steam, even when build on a Windows.
Hi,
my demo just got a 1-star review and the user writing that the menu buttons don't work for them. I tested all my input devices and they work on my end so I'd like to know what OS and input hardware they were using but I have no way to reply or message them so I'm stuck with this 1-star rating. I've seen a post saying replies were planned but that was 4 years ago. Any updates on that?
Thanks!
Hi! I'm Zein, a solo dev, working on Soulblaze. I just released a web-based demo for the game. The game is heavily inspired by Pokémon but tries to create a fresh spin on it with dice rolling (inspired by TTRPGs like Savage Worlds and Dungeon World) and roguelite elements. The goal is to catch and train animons to build a team, teach them techniques, and then beat the boss of the region to get to the next. The demo inludes the first region and boss but you can also play the current development build which has 3 regions (but is a little less polished right now)
Link to the game: https://swordandquill.itch.io/soulblaze
I plan to release in Early Access later this year (Q3)!
Wow, Jemaj, thank you for the thorough feedback and for playing for so long! That's really helpful!
Yes, the passives (quirks) aren't balanced at all yet. Most of them are just quickly thrown in to have something and find out which ones are cool. I haven't thought about scaling them with level region yet, but that might be good idea to make some of them more valid later. Brainka (the water dragon/lizard :D ) should not be able to revive dead animons and now you get the famous "I thought I fixed that?!" quote from me. I'll look into it, whoopsie!
Guaranteed bindshard sounds like a good idea and I'll look into what's wrong the improved one not being added. I'm planning to rework the capturing mechanic to incorporate dice rolling for it and instead a better chance it's a lower number you need to surpass. So that'll be the equivalent of showing the success rate.
Considering the changing of die types. You did play the version with the arrow icons on the dice and not the ring menu, right? Just to make sure it's not the older system. So you move left and right to select a die and up and down to change its type? And that only worked for one?
The difficulty curve is currently my biggest problem. It's exactly as you mention, getting more dice makes you a lot more powerful but another factor is also that since I reworked the battle system a lot of the later animons are not updated yet and have crappy techniques or still just two dice. I'm also thinking about making it so that you either get +1 die or that you can upgrade 2 dice, maybe that balances the choice a bit more. I'll also add more incentives for higher dice. For Minjaluna's passive you already need to roll two 6 to trigger. There need to be more of these things. Thank you for confirming my suspicion, though :)
Yeah, double slap is OP haha. I might have to restrict it by giving it heavy (so it exhausts after use) but on the other hand, I want players to find crazy infinite loops that are overpowered. That's the whole joy of roguelikes :D
I will think on that.
Parasite, softlock. Noted, thank you.
Yeah, the mouse is the least tested input method right now and it has a lot of edge cases were it can interact cross-states when it shouldn't. Thank you for the pointers, I will check where the issues are. Considering the 4th technique not being selectable. Do you remember if you switched from an animon that had 3 techniques and then to one that had 4 techniques? Because that's an issue I know about and "I thought I fixed it?!" haha
Again, thank you so much for the feedback and I do hope you played the last version (0.0.10) which now reminds me that I should add that somehwere in the game so players can check.
- using a FD technique-item does not consume it when you only have 1
- font sometimes looks weird / blurry
- battle music not stopping after game over
Hi! Sorry for the silence. We were dealing with challenges of 2020 and therefore have to delay it a bit more.
You can read all about it here: https://goodwolfstudio.itch.io/code-7/devlog/211897/aftermath-of-2020
Hi Kikinaak,
thanks for supporting a good cause and I'm glad you enjoy the game apart from those puzzles. You can quickly cycle through all commands with the TAB key. That makes selecting options/commands a lot faster than typing them in. If you don't like those time-puzzles in general, consider activating the Blind-Friendly Mode, it'll skip those parts of the game (including the hacking game). Once the game has saved, signalized by the little square icon in the bottom right corner, you can restart and continue without the VI mode. Just make sure that "all content hardcore accessibility mode" it set to off in the settings.
I'd love to add a story-mode at some point that skips those parts but we'll see if we find time to implement one.
Hope that helps!
Zein
Hi! Sorry you're having trouble. Are you using the accessiblity mode? Are you in the lab and trying to access the attachment of the mail on the COMTE computer?
You have to type in the numbers of the coordinates, like 01, 02, etc. and then hit enter to go there. Alternatively you can cycle through the options with tab. Does that not work for you?