I do have a question before downloading it.
or more so, about this page: I was wondering if you could include an preview animation on what the effect does? the still images doesn't tell me much about what the effect will look like in action.
I'm still going to get this, just wanted to ask ^_^
ZeroChronicles
Recent community posts
Ok so, I was going to try out this game, but as I read the 'deluxe' features, I saw that the ending level and endings for said level is locked behind a pay wall?
That's what I understood.
Unless this is a mistake on my part, and it simply "The ending level will have two extra endings" Then I'll admit to my mistake and misunderstanding. if the extra endings are just simple optional endings, and not 'the truth ending'.
How ever, I will not support a game that locks it's 'final level' and 'endings' behind a cost. If I'm going to invest my time into a game, then I would like to invest into a game I can at least see the end product.
Again, This is just what I read on the page, and if I'm mistaken, then I'm sorry.
My Review:
I came across this game by total chance, and I just have to say I LOVE IT!
It’s been a long time since I’ve seen a solid dungeon crawler like this, and the fact that it’s also a roguelike? Please, just take my money already.
That said, while the game is clearly still in early development, the foundation feels strong and full of potential. I’d love to see a community form around it too—maybe a Discord server or even just enabling threads on the Itch.io page for discussion and feedback.
No matter what direction you choose to take, you’ve already made a strong impression on me. I’ll be following this project closely and supporting it all the way!
Ideas for improvements / changes:
Perks System:
"Look at that. Maybe them bullets done your brain some good." – Doc Mitchell, Fallout: New Vegas
Not sure what the long term plan is here, but it’d be cool to see a perk system implemented, something you can unlock during runs (maybe after boss battles), and pick one per run. It could add that personal touch to playstyles or just add more spice to the gameplay. Tying it into the "detective" theme, like the red-string conspiracy board near the bed, you could even collect “evidence” that functions as unique perks you equip? Just a thought.
Greater Difficulty Options:
"The Grim Reaper doesn’t disappear… he catches up." – Unknown
I’m a huge fan of challenge modes. A cool idea would be a “Grim Reaper” mechanic that shows up if you take too long on a stage.... unstoppable, game-over if it catches you, but avoidable if you stay quick. Maybe each level (based on theme) has it's own unique chaser enemy?
Another idea could be optional survival elements, like a more complex food/drink system. Currently, consumables offer buffs, but maybe they could have additional uses or drawbacks in a survival-style mode?
The Glasses:
"Glasses, where are my glasses?" – Velma Dinkley
I love the glasses, I think they could be a little more helpful. Maybe if equipped, they could reveal +1 extra tile of the map? When a map is cleared of enemies, it can drag a bit just hunting for that last tile. This would help streamline that without changing core mechanics.
Gun Mechanics:
"And when that doesn't work… use more of them." – The Engineer, TF2
A risk-reward system for guns could be great! For instance:
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Guns can hit one tile further ahead (since they’re ranged).
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But! They make noise, alerting enemies from further away.
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And if an enemy is too close (melee range), you do 50% less damage due to poor accuracy or panic.
Ranged weapons in games like this is always powerful, but I love the idea of having to move around the map in order to fight instead of just standing still.
More info:
"Knowledge, IS POWER!"-Unknown.
While I like how clean the UI is at this point, I would like to see my stats displayed while i'm running around. maybe a little window that we can toggle on and off to the bottom left of the screen?
Resolution Support:
I’m currently playing on a 2560x1440 monitor, and while I get that the current resolution might be tied to the art or UI layout, I’d love an option to scale the game window to match my display. If not possible due to asset limitations, that’s totally understandable—just thought I’d mention it.
Thanks if you read all of this, and I wish you luck!
I just want to check, but I can't seem to hear any sound at all in the game? is that normal? I do hear some sound effects, but no music or anything of the short. I'm still mostly in the starting area, only getting to the city just now, but it's bothering me a little. Maybe it's a style choice, but I just want to make sure if that's the case and not me messing up some how. Over all, great game so far!
so I Tried out the demo, and I love the style that the game is going for!
This reminds me of koikatsu, but if it was made recently.
How ever, I do have a few questions.
1: Aside from the underwear, will there be more clothing options like jeans, jackets, etc?
2: will there be a post editor? for example, making the character stand and we could edit how they look?
3: If possible, could there be a way to export the characters? The idea is for unity or blender.
(I really like the style, and was thinking of using custom made characters for a visual novel I was going to make.)
4: Is there any kind of RoadMap you have? I'd like to know what the end goal is.
5: Is there a discord group we could join? I'd like to be apart of it if you do have one lol.
Sorry for the many questions, But I like what you made so far! thanks!
Thank you! sorry for the late reply! if you were to include such a fix, I would even say it would be worth increasing the cost of the pack by an extra buck as well. call it something like 'Pixel Art Gun Pack, split serous or something.
IT doesn't need to include the real life names of said guns, just saying lol,
In any case, thanks again.
while I love the weapons and details, just what I need for my own personal project, I do have an issue with the sprites being on a full sheet. I was thinking that maybe each gun would have their own png at least (to chose what one I want to use be easy, instead of having to go and cut up the image one by one.). Outside of that one nick pick, this is a very good and well designed spread of weapons.
hello, I hope you are able ot read this. I bought the code as is, and went over it all to make sure I was doing everything right. How ever, as I wanted to add a multi bar that displayed my character's hp values, I kept getting this error.
`File "game/Scripts/Defines/windows.rpy", line 712: 'multi_bar' is not a keyword argument or valid child of the fixed statement. multi_bar 3:
I added the multibar.rpy file to the right files, and tried using it in my screen, but it didn't work. Here is my code I was using.
``` for Chara in active_party_members: frame: xysize (500,500) xalign 0.5 yalign 0.5 text "Name: {} Defense: {} Attack: {}".format(Chara.name,Chara.defense,Chara.attack_damage) vbox: yalign 0.7 spacing 10 fixed: text "HP: {}/{} Max Hp: {}".format(Chara.hp,Chara.max_hp,Chara.total_hp) size 25 xalign 0.1 yalign 0.45 text "{}".format(Chara.choose_battle_quote()) size 25 xalign 0.5 yalign 0.8 bar value StaticValue (Chara.max_hp, Chara.total_hp): at transform: matrixcolor TintMatrix("#ff0404ff") xalign 0.5 yalign 0.5 xsize 250 ysize 10 bar value AnimatedValue(Chara.hp,Chara.max_hp,delay = 0.50,old_value = 1): at transform: matrixcolor TintMatrix("#f10505fa") xsize 250 ysize 10 xalign 0.50 yalign 0.55 right_bar Frame("gui/bar/right_2.png", gui.bar_borders, tile=gui.bar_tile) multi_bar 3: xysize (250,10) xalign 0.5 yalign 60 bars["#03389b","#578bfd","#e70d0d"] bar_range (0, Chara.total_hp) start_values [Chara.hp,Chara.max_hp,Chara.total_hp] sensitive False```
If there is more information you need, please let me know. thank you ^_^