Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

version Alpha 0.17

[bug]

Character born in the dungeon can get 'Barren' and 'Fertile'.  When I leveled this character with a crystal, 'Barren' kept being one of the options.

[issue]

Do not play the cash sound when player can not buy item.

[Alchemy]

I finally got around to see how fast I could use alchemy to get a character to new version.  Is there a recipe list?  U am fine going in to it blind.  Not having away to see what you have found makes me lose interest.  If you put a flower in the system, they stay, even if you leave the inventory.  Coming back to the alchemy screen, no flowers show.  Is there a way to get rid of the 'Narrow Waist' tag?  Is 'Tiny Nose' smaller than normal or, is it the default?

[Save file]

.inventory.[].scrap

.inventory.[].onUsed

.marketData.marketItems.[].scrap

.marketData.marketItems.[].onUsed

These should be removed.  They fill the save file with data that does not need to be here.  It also makes static information changeable.  The only thing that seems important is "name" and "stack".  Even better would be to give every item an "id" like you do if characters.  When I emptied these, it broke the game by not doing what

.inventory.[].recipe*

.marketData.marketItems.[].recipe*

.marketData.slaveMarketItems.[].bag

.characters.[].bag

These should be removed.  The way inventory items are handled, these get very big.  If all items had an "id" this would be smaller.  Does not seem to change the fact these (in current game) are never going to be use.  *I moved the recipe variables down from the inventory because, they do not break the game.

.marketData.slaveMarketItems.[].appearance.faceItemBase

.marketData.slaveMarketItems.[].appearance.faceItemBrow

.marketData.slaveMarketItems.[].appearance.faceItemEye

.marketData.slaveMarketItems.[].appearance.faceItemMouth

.marketData.slaveMarketItems.[].appearance.faceItemPupils

.characters.[].appearance.faceItemBase

.characters.[].appearance.faceItemBrow

.characters.[].appearance.faceItemEye

.characters.[].appearance.faceItemMouth

.characters.[].appearance.faceItemPupils

From what I can tell, these get check with the character tag.  If a value is wrong, it is fixed.  Removing any of these will break the game.  So, The program looks at the tag 'Pretty Brows'.  Then reads from program data what should go to .characters.[].appearance.faceItemBrow in save file.  Compares the data and makes changes if needed.  Then looks at .characters.[].appearance.faceItemBrow to do some thing.  You are getting the information you want with out these variables in the save file.