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Unending

A turn based combat puzzle anthology · By st33d

Bugs and Complaints Sticky

A topic by st33d created Jan 19, 2020 Views: 641 Replies: 13
Viewing posts 1 to 8
Developer (2 edits)

Please post any bugs or complaints you have with the game in this thread. Some tips:

  • Try pressing M to save out a map state if possible, then include it in your post. You might want to undo a few steps because your undo history is not saved in the map image.
  • On Android, wait for 4 seconds and a share button will appear, this lets you post a map image.
  • Tell us the story of what happened. The sequence of events may be important.
  • Say which version of the game you're playing - the browser version is old and won't be updated.

[Moved from another topic, to its rightful place]

Ah, it is great to see that you are working on an ending evolution ! And I understand that present version is very experimental (testing new mecanism, visualisation, how they fit together...).

Some raw feedback though ! The good :

  • The distorsion effetc on swapping  is nice !
  • The undo is great too (it is difficult to go back playing ending without missing that feature)
  • The colors to make the difference between friends and foe  work great.
  • The hook mecanism is great !
  • The generated sounds are great.

The "I am not so sure" :

  •  the gradual color shift to remote objects is a bit tough to understand at first and not very easy to read. (that's many color shades, which gets confusing)
  •  I miss the different doors from ending : we had to struggle a bit more ot reach next level but could still make the decision to backtrack if it was too tough. The way the wall opens is interesting though.
  • The red animation in multiplier is a bit confusing to me : I connected that color with the bombs. so was confused at what was going on
  • When we wake other creatures (friend or foe) up, often their first move is to kill something (still sleeping). I makes the whole board fell extremelly chaotic ! I fist I just got a feeling of confusion.

The "It is difficult to understand"

  • It took me a while to understand why enemies with a hook where killing me. (I did not understand that, it we where hoocked, I was pulling him with me on my move, and that afterward he was making is move and thus killing me.)
  • It took me a long a long time to understand that the doted lines were a shield. Because most shield protected foes I first encoutered where in a greay box (so already invulnerable to me)
  • There are some behaviour (in combinations) I don't really understand : why does an orange circle in a box and a bomb don't move away from me ?

Well, that's a bunch of raw feedback. But I am curious to see how unending will evolve ! Ending had a very minimalist vibe, with a limited set of mecanism cleverly displayed and combined ; while Unending fells much more chaotic, which could be a very good thing too.

hello !

A puzzle fx feedback : on my computer, the end puzzle level animation is slow and the sounds seems to be streeching very long. My computer might be too low end to handle that.

Developer

I had a lot of complaints about turn speed recently so I'm guessing I may need to figure out how to publish a smaller web demo.
Though I am also making undo faster, adding input buffering, and variable turn speed.

(1 edit)

Someone's probably said this already, but moving into a wall while in checkmate shouldn't remove the "checkm@te" overlay once it's already come up

Developer

I disagree. The logic is that the prompt is visible only when you aren't delivering input. If you want to experiment then the UI should get out of the way - regardless of the context.

I intend to implement a way to look around the map. Also another reason the prompt should hide.

I just installed Alpha 28 on my PC and it really doesn't seem to work. When I press "Dungeons" I get a text saying "some noise about the dungeon". The cursor doesn't move at all. Similar with "Puzzles" and "Settings".

Any ideas?

Developer

Thanks for letting me know.

I've uploaded a new build and posted an update:
https://st33d.itch.io/unending/devlog/528624/hotfix-alpha-28b

That did the trick, thanks!

bug in thief (I believe....) There aren't any doors left

Developer(+1)

Thanks for letting me know.

I cannot reproduce this problem and the level generation for Thief is more complex than the other dungeons. I'm afraid this may take a while to fix.

I'll pay attention if I can reproduce it, and get any hints at what is going on

(1 edit)

I think it's a bug (Android v35.2, endless). At the end, a golem died and disappeared.

Developer

Thanks for letting me know.

I'm afraid there's no way for me to reproduce this at the moment, but I will keep an eye out for it.

If it ever happens in the desktop build you can undo a few times and press M to save a screenshot (which will have the level in it that I can load to reproduce the issue). Unfortunately, saving to the Android file system isn't supported by the libraries I use.