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viroa

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A member registered Jul 01, 2021 · View creator page →

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Thanks for the report! It should be fixed now.

Oh wow, I'm really glad you managed to find a fix, and that's the strangest thing I've ever heard. I have no idea what could cause something like that.

It looks like your game files are either missing or you somehow spliced two different versions together. Have you tried doing a clean install and moving your save files over?

Hi, thanks for the report. Can you tell me more? Or share a screencap of the error?

There used to be but I closed it after the game was published since I didn't want to moderate a server.

Glad to hear it, and thanks for the bug report!

Okay, I pushed out an update that should fix it. I can't tell since I can't recreate the bug to check, but I hope it works. Hm, sorry, I'm not sure what's causing it, but I believe it's some kind of compatibility problem? A cursory google search lead me to this: https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mv-games-graphics-wil... Edit: Actually, there seems to be a plugin or sorts for this? Let me test it out really quick.

I ran through the game and I can't recreate the bug. Can you tell me what you were doing so I can try to trigger whatever it is you're going through? I also don't know what platform you're playing this on, but I've only tested it on Windows.

I'm really glad you enjoyed it! The game performs a reset on Lyra's settings right before so I can force you to play the gimmick fight as intended, so it worked out perfectly in the end for you! Also a small thing, but I'd really appreciate it if you edited your post to hide the name of the last encounter since aren't any spoiler tags for some reason. As for future games, there aren't any planned, but I'll be posting on my twitter about the next project I work on. It's coming... soonish? Won't be anything like Stygian Flowers, though.

Thank you for the kind words! There's actually nothing after that boss, it's just a bonus fight for people who liked the puzzle combat enough to fight it. Maybe like 3 lines of dialogue but you're not missing anything, and I made sure to put the real important stuff right before. She's not meant to be "beat" either, just stalled out. If you want some tips though, you definitely need to write down all of her moves and time the survival skills to block them.  Abuse Felt's cooldown reduction skill to make sure those skills come back in time for a second cycle. You can replace cover with one of Felt's taunt skills to funnel all of her single-target one-shots to a party member you can repeatedly tank it with.

Since it's been so long since the game came out, I don't mind writing out some help. You only need to beat three fragments to access the true end, so you can choose the three you find easiest. For the fourth fragment, if I remember correctly, you can Guard with Thorn, use Rita's Impervious, and Felt's Scapegoat on Thorn to straight up tank the first Beckoning. Then refill Thorn's mana with Killing Drive and then you can use Shock and Cover+Elusive Winds to survive long enough to beat them down. If you want to RNG it, you can use Elusive Winds on someone and pray the Fragment lands the 1/4 chance to whiff their attack. Personally, I'd just pick the first three Fragments since they're pretty simple to deal with.

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Sorry, it just might not be your cup of tea as a puzzle game. The game went through multiple rounds of playtesting, and it's already at a far easier difficulty than I first imagined as you can brute force all of the main fights with a single build. I've had people tell me it's too simple and easy sometimes, and I've had people tell me it's far too hard. That's why I put a cheat item in the game that let's you skip all the main fight: because I know the combat is not for everyone. If it helps, you should reconceptualize the game as a series of gimmick fights where you have to find and solve the "trick".

That said, I greatly appreciate you taking the time to write feedback out for me. Ultimately I know this is more like a conflict of expectations, and I'm not quite sure how to phrase it better than what I've already done in the description.

Stygian Flowers community · Created a new topic Ignore

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Haha wow, that's a curious bug. Thanks for the report! This seems rare enough and the gallery has the unstuck teleport rope, so I think I'll leave it alone. Mostly because I'm not sure how I would go about fixing this in the first place.

Thanks for the bug report! I thought I fixed this niche interaction but apparently not. I pushed out an update that should finally remove it once and for all, and it's only at the cost of a damage aesthetic.

Thanks for the heads up. I pushed out an update that I think should fix it. It's an RPGM problem and I'm just stacking safeguards to try and stop it.

Thank you! I'm really happy too, now that it's done

If you find any bugs, please send them to me here! It would be greatly appreciated if steps to reproduce it were included, along with what device you're using if not Windows.

Double whoops. I accidentally set the flag to a previous achievement instead of the correct one. When the full game comes out, you should be able to talk to the statue by the achievements to receive it.

Whoops! I have no idea how that got there so thanks for telling me. I fixed it, but I don't think it's anything too major so I think I'm not going to push out a new update.

Cute art. I found a little bug where you can mash Continue in the main menu and the game would load multiple times. You probably also know this but if you run through an area and enter a cutscene, you can see the enemies run in place. Probably should despawn them beforehand. +1 the others saying it could use a skip. Also, have you thought about adding a button that hides the message box? Could be nice.

Just lost hours to this again. I remember you saying this was 90% done, so grats! I've had runs where I couldn't find a specific uncommon despite going for it every time, or oftentimes going into an area and only getting trash. Also, agreed with la_fafafa, the "penalty" thing next to the bonus multipliers is a little misleading. Otherwise, it's a lot of fun.

Hey thanks for the feedback. There's a few things I'd love to change but rpgm is a headache to fight against. Still, I'll see what I can do.

Oh I completely forgot to say something. It would be nice if you completed a new level that the cursor automatically moved to the next level.

Yup. On the first run, it's just "1 of 1"

I had a lot of fun! The level intros with the art were cute, and the last two puzzles made me scratch my head a bit. Great stuff. I liked seeing your progress posts, so I'm extra happy this turned out this nice.

Love the visuals, they're insanely stylish. I don't know if this is a bug, but if you reroll from Nogre to Choke, the HP stays "1 of 1" until you hover it, and when you let go it becomes "3 of 5".

I think my only gripe is that sometimes you can be fighting an enemy that's at 1 health and you hit x1, but combat spirals wildly out of control and everyone dies. Guess that's just RNG for you.

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Maybe it's just me, but I can't stand how much the player bounce off walls. It moves so slowly and with the low jump it makes it feel very, very weighty, but it fly off walls like it's  made of rubber.

They appear losing fights and are unlocked after winning them. You can view them in the gallery by using one of the key items.

I just went up and a circle appeared. Went in it, got taken to another place, then the error came up.

Yup the Shroot guys. Oh yeah, I completely forgot, but when you first meet Goodhands(if I remember his name correctly) and beat him, mouse controls stop working after the screen flashes white or something. It goes away right after.

Nice, clean art. Writing's fun too, made me smile a couple of times.  I kind of wish you can rehear some mechanic explanations again. The game also has mouse support but you can't go back/cancel so you have to use keyboard anyways. There's also this weird thing where if you talk to the chief after finding the water guy, he doesn't say or give you anything, no idea if that's intentional.

Also, this doorway. You press up to enter this hallway and you also press up to leave it, which is kinda off.


This was easily the highlight. So satisfying. Walking around the narrow platforms with slippery controls is kinda spooky, but falling doesn't kill you so I can't complain about that.  UI's definitely improved. Also, I remember you talked about some execution thing playing out at the start, shame I don't see it anywhere.
+1 about the mouse wheel/ Q and E scrolling. Otherwise, good stuff.