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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: 803 Replies: 21
Viewing posts 1 to 11
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.

(1 edit)

Here's a fun one.

Andriod port, Ending mode: Opened North door, didnt like North room. Opened West door, Northwest room is appended to North room, my current room is annihilated, I die instantly.

In the screenshot, you can see the view radius centered in the void, walled off from the West

edit: redacting the bit about the share button being a fuss. I see you already mentioned the issue with alternatives in the previous bug report.

Only problem I've had. Thanks for the fun game. Saw it in the skippy video.

Oh, I do see a couple other things on mobile.

  • After dying on turn 1 of a puzzle, like you can in w0m1 or w1m2, undo and restart buttons never appear.
  • Selecting a dungeon from the menu increments the "plays" count, but restarting a dungeon on death doesn't. I assumed this was intended, but then I didn't.
Developer

Thanks for your help, I'll look into these for the next update.

Ok so, I created some levels, placed doors, and when I try to destroy a door in the first level, it creates a bizarre room that you can pass though and the door gets bugged

(1 edit) (+1)

wait, maybe I referenced it wrong, I'm looking at the standard dungeon model and it has several levels for each door

edit: well it works, false alarm

(1 edit)

The Unending android UI is much smaller than the Ending android UI. Just a picky complaint because you made a nice port, however it was much easier to see on Ending. You can pan in this game now, so why not zoom?

Developer

I have done the bare minimum to port the desktop version to mobile, it is a desktop app first I'm afraid.

I'm not sure if you mean zooming the actual gameplay or the surrounding user interface, both of which have technical problems as the effects processing would need to be remapped and any user interface would require lots of additional rules to cope with boundaries being scalable - not to mention extra UI indicators to let the user know they can zoom and that other things are zoomable.

Then finally this would have to be back-ported to the desktop version, splitting the UI further.

Sadly not so simple. But I will add this to my list of requests and look for ways to add such features. Thanks for letting me know.

(1 edit)

I understand that mobile isn't a priority. I was mainly thinking the gameplay part but I don't know how the specifics of how the game was made, so thank you for making me understand the issues with my request and for taking it into consideration.