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Tchey

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A member registered Jan 07, 2016 · View creator page →

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This is my 7 out of 14 turns run, chapter 04, level 01

Alright, finished Chapter 4, not with perfect everywhere yet, but i'm out. I really like the game ! I want more ! More !

- A Prisoner to save, i hope it's a new hero for next chapter !

- The Giant was really tricky to "win". I killed with an arrow one Impaler, and stayed a lot in the bottom part, trying to bring the other Impaler first on the bridge, and have the Giant following. Then bomb to turn the Impaler toward the Giant, then push to kill them both with the spear. I got hit once, and i didn't beat the turns limit, and i don't see how i can do it, but i guess i will after 314 retries.

- I was expecting to play at least one level with all 3 heroes, but i didn't see the Guardian.

- I was expecting the Guardian to be in the Upgrade panel, but she is not.

- I was expecting to see more Upgrades but there are not (beside the bomb but it's not upgradable).

- A bug it seems, with an archer. I can't pull or push it.

Next turn, it moves, and then i can to kill it with the Cyclop.


(2 edits)

- Level 3, the drudge bottom left is not moving far, for some reason it stays in its corner, even when teased... Actually i can't move there neither, the GUI is blocking the passway.


- When pushing an enemy to the edge of the screen, it should do something. Damage or kill, not just nothing, it doesn't feel "right", in my opinion.

- So far, i'm stuck at level 3, with the Giant. I manage to kill it, but i also lose one hero. More brain is needed !

Hello,

- First level, first try, i won in 7 tuns, perfect run, and i was surprised it should be in less than 14 turns ! It felt easier than some previous levels.

- Second level is suddently very more difficult, i think.

- I think the spear from the Impaler has a nice mecanism, and add evon more tactics than before. I'm curious to see what you will add in the future !

- I think Impaler should not damage the Slaver when pulling an Impaler into a hole.

- Would be nice to be able to use as many as different skills we can, as long we have Action Points. A Grapple Bomb, then a Whip, should be possible, as they are two very different skills.

- Sometimes when hovering over enemies, the game doesn't show info about its range, like in this .gif :


Très chouette ! À la fois simple et prenant. J'ai tout débloqué en environ 2 heures de jeu. 

That's "funny".

I prepared for recording my game and crash, as it has crashed 4 times before.

Ready to crash, aaaaaand... nothing. It's not crashing anymore.

If i recrash, i'll report again with more details.

Also, if you can export to Linux as an untested unsupported beta-of-alpha, i could do some simple tests.

And that's without crash if it's useful : https://pastebin.com/raw/yrTJLzTG

I just enter the game, play i little, exit.

(1 edit)

Ah, i managed to play Free Mode with different toons. Funny, i rushed into wbater and killed myself as the Rakshasomething.

However, now it seems the game crashes whenever i enter a with the Outlander in Free mode, but not with other players.

############################################################################################
FATAL ERROR in
action number 1
of Draw Event
for object obj_uiTurnOrder:

Array index must be positive
at gml_Object_obj_uiTurnOrder_Draw_73
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_obj_uiTurnOrder_Draw_73 (line -1)


Also this is my Terminal (remember, i'm on Linux and play via WINE, so it may be related :


Decoding ogg bgm_VictoryPart1 ...
Decoding ogg bgm_VictoryPart2 ...
0009:fixme:dwmapi:DwmGetCompositionTimingInfo ((nil) 0x32f324)
Audio group 1 -> Loaded
Resizing swap chain...0009:fixme:d3d:wined3d_swapchain_resize_buffers Cannot change the back buffer count yet.
0009:fixme:d3d:wined3d_swapchain_resize_buffers Cannot change the back buffer count yet.
002a:fixme:d3d_shader:print_glsl_info_log Info log received from GLSL shader #9:
002a:fixme:d3d_shader:print_glsl_info_log     Vertex info
002a:fixme:d3d_shader:print_glsl_info_log     -----------
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[0].zw" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[2]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[3]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[4]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[5]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[6]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[7]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[8]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[9]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[10]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[11]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[12]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[13]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[14]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[15]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     
002a:fixme:d3d_shader:print_glsl_info_log     Fragment info
002a:fixme:d3d_shader:print_glsl_info_log     -------------
002a:fixme:d3d_shader:print_glsl_info_log     0(30) : warning C7050: "R1.w" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(31) : warning C7050: "R2.w" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log Info log received from GLSL shader #12:
002a:fixme:d3d_shader:print_glsl_info_log     Vertex info
002a:fixme:d3d_shader:print_glsl_info_log     -----------
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[0].zw" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[2]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[3]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[4]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[5]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[6]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[7]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[8]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[9]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[10]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[11]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[12]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[13]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[14]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[15]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     
002a:fixme:d3d_shader:print_glsl_info_log     Fragment info
002a:fixme:d3d_shader:print_glsl_info_log     -------------
002a:fixme:d3d_shader:print_glsl_info_log     0(30) : warning C7050: "R1.yzw" might be used before being initialized
ERROR!!! :: ############################################################################################
FATAL ERROR in
action number 1
of Draw Event
for object obj_uiTurnOrder:

Array index must be positive
at gml_Object_obj_uiTurnOrder_Draw_73
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_obj_uiTurnOrder_Draw_73 (line -1)

0009:fixme:ver:GetCurrentPackageId (0x32ee08 (nil)): stub

Also, trying an other level, Pursued, with the Guardian but in free mode. I select tghe Cyclop again, and... nothing, i'm still playing the Guardian.


Reloading the level to make another choice, crash.


___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Draw Event
for object obj_uiButtonDone:

Variable obj_uiButtonDone.in_use(100294, -2147483648) not set before reading it.
at gml_Script_scr_uiDrawActionButton
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_scr_uiDrawActionButton (line -1)
gml_Object_obj_uiButtonDone_Draw_73

Hello,

Is Freemode broken ?

Trying the free Mode, first battle, i select the Cyclop instead of the Outlander, and... nothing. I still play with the Outlander to the end.

I do like the little setting, magic mirror stuff. Also, it's easy to switch from Story to Free Mode, but it goes back to Story when i change chapter, or when i finish a level and come back to the main map.

Maybe it would be "better" to have the option from the main menu, instead of a generic Start/Setting/Quit, have Story, Free Mode, etc (if more modes are coming later, like community levels, or sandbox...) as separated starting options ?

Thanks ! It seems it's working, on my system at least.

Linux Manjaro (Arch) 64bits Xfce
Intel Core i5 4590 (4 x 3,3 GHz)
MSI GeForce GTX 960 @ 2 Go
Nvidia Drivers 415.27

Very weird gameplay, not sure yet if i like it, but it's something teasing my curiosity for further development. I'll report more later.

I could yes, i did test many other games previously. I'm not  techy, but i can run games and give feedbacks, logs, etc.

Hi, would you release a PC Linux version ?

I think the free mode can be quite awesome. Actually i think the game can become quite awesome, i'm in love with its roots !

Alright, thanks. I tried the demo via WINE, and it seems to work fine. As it's Unity, it's "almost" as easy as pushing an Export to Linux button. Maybe you can try an unsupported Linux version to start with ?

The demo is quite barebone, but i like the feeling, very much like a turn based Driftland.

Hi, would you release a PC Linux version as well ?

(1 edit)

Salut,

J'ai écrit un article pour JeuxOnline, à cette adresse : 

https://jv.jeuxonline.info/actualite/55954/guile-glory-firstborn

Voici également une vidéo de présentation du jeu, toujours en français.

After many retries, i managed to get all success, but the Chapter 2 boss (i didn't retry it yet).

Keep in mind i'm not usually a puzzle-gamer, so that's not helping. You should collect feedbacks from more advanced players with these skills. Everything i say could only be because i'm pretty bad at this genre.

It's fine, not to succeed on first attempt, but at this stage of the game (one playable hero, first time with a shield), it might be "too difficult". It seems there are not enough possibilities to win a level. Surrounded may be the most difficult to get a Perfect i think. I tried maybe 1 times. 

I wouldn't mind a 1-or-2-solutions-only-level later in game, but at first, i think there should more "obvious", especially when you just start the game, and are just given a new hero to play with. You need to keep the new players in, and at same time, you want the dedicated too. Tricky balance !

As for what to actually change, that's hard to tell. Everything is so linked together, changing one thing (move a drudge, change a tile...) may "break" a level. Maybe start with a simple advice, "don't try to kill them all". also, for Surrounded level, "breach the bridge" or something. My success involved using the archers to kill the two drudges at the north, and avoid the two at the south. But before eventually do it for real, i needed to try a lot of different positions. Also in Surrounded, unless i've missed something, the two pikes are useless, so maybe not that bad to remove them, to avoid confusing new players with an already trick level.

I really like the game, i'm very exited to see the next updates, and observe the game growing in the coming months !

(1 edit)

Hello,


I'm still trying to do all perfect levels, and i'm stuck on almost all Guardian levels, Chapter 3. The 3 first level, Conviction, Pursued and Surrounded, hurt me. The 2 last ones, i did.

I manage to reach the end under X turns, or i manage to reach the end without getting hit, but i can't manage, so far, to do both, to be quick and efficient.

So, you, better players, how did you do it ?

Well, that's great !

Thanks

Hi,

Do you have more or less ETA for content update ?

The GUI ingame really shows what will be ingame, i mean about the number of chapters, and playable heroes (i suppose not) ?

That's my run :

No damage taken ! 

Interest piqued.

Aaaah, i did it, after maybe 10 tries. I still kill the first drudge, but then i avoid the enemy to reach the end.

Still it feels wrong the first drudge doesn't move on first turn.

Here are some pictures.

So, at first, i see 2 options https://tof.cx/image/9Yh2U

Option 1, Turn 1, i move to the south of the trap, and the drudge doesn't move.

https://tof.cx/image/9YuiA

Turn 2, i move to the west, or i pass, and the drudge comes to east of the trap, and then i can pull him to the trap, but it's already turn 3, cannot deal with the level under 6 turns.

https://tof.cx/image/9Y8yz

Option 2, Turn 1, i move to the west of the trap, and the drudge doesn't move. The archer prepares its bow.

Turn 2, i must move because of the archer, so i go south of the trap. The drudge comes to the north of the trap, and i can pull him to the trap, but it's too late to deal with the level under 6 turns.

https://tof.cx/image/9YZjR

Hello,

I've finished the current content, but now i'm trying to get every points, as i did miss some on the way.

In Chapter 2 - Echoes, i can't manage to win in max 6 turns. At the first turn, i expect the Drudge standing in the middle to move toward me, like the others do, when you step just 1 tile away from their movement. But this Drudge doesn't move at turn 1, so i need to spend one more turn to "trigger" it, and finish the level in 7 turns.

What am i missing ?

Hello,

So far, i've seen :

The Outlander. He pushes the target (enemy or ally) 1 or 2 tiles away. Does not deal direct damage. If the Outlander kicks a target into another one, they are both stunned for next turn.

The Slaver. He pulls the target (enemy or ally) from 3 tiles away to the tile right in front of him. Does not deal direct damage. If the Slaver pulls a target into another one, they are both stunned for next turn.

The Guardian. She have a shield able to negate almost all damage from melee as well as arrow. It's passive, as long as she is facing the hit. She can also use her active skill to Stun the target for the next turn. Does not deal direct damage.

The Cyclop, it seems we don't actually play it more than one mission ? Can deal direct damage, to kill its target.

What else ?

An archer ? able to deal damage from distance.

A mage ? able to change its place with anyone,  or maybe at higher level to switch two targets position. Could open a lot of puzzle or fun situations. Could also be able to leech-healing, taking 1 life to anyone, to give it to anyone.

A psycho ?  able to take control over an enemy, but get hurt doing so. So, each new controlled target = one less hitpoint.

A flyer ? able to pass over traps and water, and carry one target in its claws

Also, if i'd like to see more characters, i'd prefer i think to have more than one skill per character.

Hi,

I'd love you to make less games, but deeper, bigger. You have ideas and skills, it seems, but you deprive yourself from "time".

Great games, just too "small".

I hope you succeed and develp something larger.

I love the concept of Agitate the most so far, i think.
Also, thanks for PC Linux support.

Opening the game's data to modding almost guaranty a longer lifespan than keeping the game "closed and finished", and so, better sales.

A game like this would be quite easy to mod, as it's 2D pixels tiles based.

I would love to see :

Maps, tiles, monsters, heroes, texts, quests, traps, sounds, musics... Even without ingame editor, but an easy to mod files, and a menu to (un)check mods to play with. I'm thinking about Dominions, Conquest of Elysium, Rusted Warfare, Factorio, Rimworld...

(1 edit)


Restarting the game, and avoiding the Tab, i could play without more issue. I will try to tab again, see what happens in this level.


edit : yep, everytime in this level with the cyclop, hitting Tab = crash. If i move or select with the mouse, then, no  issue. But Tab = crash.

Alright, some more.

I guess i've finished the current content, or i missed something. I fought with the Guardian a boss, mission was to kill all grudges. Done. Now i can only reply previous levels.

I liked the Cyclop allied, i thought it was going to join the team.

I liked the Guardian too, but i want more ! I was expecting to meet the other two guys before the end of the Chapter 3. I guess it will be for Chapter 4 then.

In a way, the game reminds me of one of my favorite games of all times : The Lost Vikings, on Megadrive/Sega Genesis.

I'd love to see later some levels with a free-to-pick team. So, there is a level, a you can select 3 or 4 of your heroes to complete it, the ones you want. That would be quite awesome for replayability. Actually, it would be nice to replay any level with any heroe(s) once unlocked, with only the goal to get out, and bonus for killing, etc.

(1 edit)

Hello,

I'm not sure i should report it because i'm playing PC Linux via WINE, but still, i'm pretty sure by the look of it, it's not Linux related.

I was with the Guardian and i just met the Cyclop.

I press Tab to switch from the Guardian to the Cyclop.

Crash, back to desktop, with this message :


Hello,

First let me say i really enjoyed the game so far, i immediately felt attracted, strating to the first level. Then i discovered it was a puzzle game (for some reason i thought it was a turn base tactical RPG), i don't like puzzel usually. But, i do like G&G because it tastes like a tactical rpg.

- I'm playing on Linux via WINE, and so far it's perfectly compatible, so you may want to push the "Linux" button and release a beta for those willing to test the PC Linux build.

- It would be nice to skip all the text and presentation when retrying a level, as it can quickly become a little heavy. Keep the presentation only for starting the level from the main map, but remove it from Retry option.

- I'm only at world 2 with the Slaver, and it feels the difficulty ramps up quickly. Maybe tune it down slightly, removing some enemies or adding some traps in levels ?

- Could be great to have more than one skill to use per turn. Like, Push1 and Push2 would be two different skills, not sharing the same cooldown. Also, Lash 1 becomes Lash 2 , while Push 1 and Push 2 are two skills. Is it intended ?

- Maybe add a key to show all enemies path/hit ? Now i have to check all one by one to see if the tile is safe. Hitting Space to show all would be neat, and using Enter to pass turn instead.

- I think we (community) could easily translate the game into different languages if you open the text files.

- At first i thought the red spikes would hurt me if i stop on the tile next to it, but it's not. Could be explained somewhere.

- The Push kicks enemy into pikes to kill, from face and from side, but the Lash only kills if pulled into a hole/water ? I tried pulling enemy into pikes, they didn't get hurt.

Hi Willsama !

They said we will get a full release key if we buy the game now, but i didn't see about Steam.

I would suppose yes, so far i didn't buy any game on Itchio that didn't also provide Steam key later if applicable.

Alright, according to Twitter, they want to do Linux, just not sure when.

So, i tried the game and it runs very well from WINE, on my system.

Linux Manjaro (Arch) 64bits Xfce
Intel Core i5 4590 (4 x 3,3 GHz)
MSI GeForce GTX 960 @ 2 Go
Nvidia Drivers 415.27
16 Go DIMM DDR3 PC12800
SSD Samsung 250Go
Screen 16/9 24" LED 1920x1080

Hi,


Would you release a PC Linux version too ? Or stay only on Windows ?

Hi, is there a chance to get it on PC Linux too ?

Hi,

Indeed the error message is fixed now.

About key binding, it's something else.

I've set PUIE to move, P being "forward". But ingame, each time i go forward, the equipment window opens/closes, as it seems P is hard binded to that. So, P has two distinct function, one i set manually (move forward), one i cannot remove (equipment window).

I didn't try every keys, but i suspect it's not the only one, so if you can look at that, i would be great.

(1 edit)

I didn't play the update yet, but the reading is god. Thanks for taking care of your game.

I personally don't care about controller support.

Further addition to the game would be more variety: tilesets, map shapes, enemies, weapons, equipment, starting situation (team split, hit and run, sabotage with real consequence on the next mission...), classes or maybe new perk per class to make them more unique even.

Also, more options, instead of Classical/Casual, check boxes. Permadeath yes/no, health+/-, retry mission yes/no... and let the player pick whatever it wants, without forced penalty/bonus. Like, i want it all hard, but without perma death. My choice, it's a single player game. Or i want perma death, but with one chance to retry a failed mission once per main objective. Or any other combo.

Also maybe, some starters for fun : cannot have more than 3 characters in mission. Cannot buy mercs. Class XYZ disabled. Start mission with 1 hitpoint...