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I already prepared the update that fixes some of these things, will add a few new pictures and load it here. For now I am really interested in knowing if the game works as a proof of concept, so big thanks for your feedback! It is valuable for me

(+1)

I confirm, that keys are now labeled correctly at the forge. City problems still persists, so far I cannot put a finger on when the freeze occurs. One more minor error to report: in the menu (on the map) there is a “undefined” button instead of the “Load”. I like the concept so far.

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Sadly both of these a known to me. Couldn't track the problem with city phrases down yet, and and "undefined" button is a problem with RPGmaker. I will probably leave them be since, if I continue developing the idea, I'll rewrite in on Godot from scratch. Treat the current version as a very rough prototype with just the basic mechanics

For the time being until the Godot rewrite is out, what's been helping me with the city softlock is getting down to where it says "1" on the bell, clicking it to skip that customer, and then either leave then or sell to the last one. Not foolproof, doesn't always prevent the softlock, but it does it more often than not for me at least. 

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Thank you for the feedback, in the new version none of this problems will be an issue. It's much better then trying to fix it on an unappropriate engine :)