Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

players should be able to skip the text faster by pressing LMB

sometimes when i clicked with my mouse during movement below the character it tried to move to the sides instead

why do i have to click begin turn after selecting the attack and selecting the target? it just makes everything even slower

also, selecting the enemy to attack is kind of finnicky, with the box to click on being smaller than it should be

i hate to crab, but i genuinely struggle to see the appeal of this game. is it really a game even?

(2 edits) (+1)
is it really a game even?

it is a game... in my mind.....

players should be able to skip the text faster by pressing LMB

This is in the works. You see, in the previous build, you would get a crash when clicking the message box too fast and also while pressing RMB when presented with choices. Finding and fixing two game-breaking bugs such as these was a good enough job for a build which I only worked for two weeks, so I decided to leave the message system alone for the time being, lest I messed up something else so close to DD59. But this feature will be there in DD60, rest assured.

sometimes when i clicked with my mouse during movement below the character it tried to move to the sides instead

Mouse movement decides where you'll go by dividing the screen in a "X" shape. As you can only walk in the compass directions, the device will have to decide where you mean to walk to if you happen to click a diagonal point in the screen. In other words, if you click below the character, but just the slightest bit to the side (as the computer detects it), you move to the side. That's just how geometry works. The best I can do is adding a subtle visual effect that previews the direction you'll move to. I was already thinking of something similar purely as flair, but you made me realize that this is a QoL function that should get in at once.
There's a bit of jank when moving with the mouse that you don't get while moving with the keyboard... I don't know why that is, but I'll look into this when I implement your suggestion. And also stepping back by right-clicking.

why do i have to click begin turn after selecting the attack and selecting the target? it just makes everything even slower

This being a strategy game, the player might feel the need to revise the instructions they gave to their characters before kicking off the turn, in case they misclicked or changed their minds about something. But you can also always use the Turbo button to autofight as quick as possible, with auto-targetting and no confirmation prompts.
I shall add a new customization option that will let each team decide whether they want to see the prompt before starting the turn or not. Based on your feedback, I'll leave this option OFF by default.

also, selecting the enemy to attack is kind of finnicky, with the box to click on being smaller than it should be

Well, the character's picture is the hitbox. I thought that would be intuitive enough. But, in fact... there's a really, really old version of this game -- I was still using GameMaker Legacy -- where you could select any character from the large transparent border that you can see around the characters when a turn is progressing. The only problem is that the game window was only 480x360 at the time. We can work with something similar now, right? I'll do a few tests and expand the collision box if everything works out fine.

i hate to crab, but i genuinely struggle to see the appeal of this game.

Don't worry, fren. I still have a lifetime in front of me to add appeal to the game if there isn't any. It's my passion project.
Hundreds of people are running D&D this Saturday morning and even playing Dokapon on Steam at this exact moment... there's still hope.

You, have a great weekend and thanks for playing Journey Zero (18-28-38-48) again.