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That's a relief. When you write a game with a somewhat different concept, you're never sure whether players will get it or not. I have fixed the needles bug and the sound on/off issue and am doing a number of other changes based on the feedback I received from you and Adventuron. Thank you both! It's getting late here, so I probably won't get it finished and tested tonight, but certainly tomorrow night.

Unfortunately, I had no choice with the abrupt ending, as it's part of the rules. As soon as you drop the last treasure, the game ends. No further actions or puzzles are allowed. I hope the end-game message made sense, though. (A little bit of a twist!)

I was a little hasty on the end message. I'll redo the game and read it again. But I would have liked so much to ring the bells to proclaim, to the city and to the world, that I had defeated the game!

There's a problem with the wetsuit. It's not possible to wear it. And if we haven't done with, what we were supposed to do, it looks like we're stuck.

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I thought I'd tested that, but I'll check it and fix it. Thanks. I think all your other issues and suggestions have been fixed. I'll test it and upload it tonight.

I see that you can now add an end-game option. I might consider doing that so you can ring the bell. I've already got most of the infrastructure in place, I just need to change to bespoke mode (or whatever it's called) and prevent Igor wandering around in the castle.

Can I give you credit as a play tester? If so, can I use your real name or would you prefer 'auraes'?

I simply played (and finished!) your game, and pointed out some possible mistakes; do what you want for credit or not.

The wetsuit bug was mine. Adventuron helped me to track it down. I had added two custom wear handlers, one for :match "wear -" and one for :match "wear *". The second one was clashing with the system one and I'd forgotten to add a specific wear handler for the wetsuit. Anyway, all fixed now and thoroughly tested. Unfortunately, this means I didn't have time to add the new end-game code and test some of the other changes, so my update is delayed for another day.

I think there's a bug in Adventuron. The wetsuit is defined as follows:

wetsuit : object "wetsuit" wearable = "true";

so it should be wearable. It is brought into play as follows:

 : swap o1 = "suit" o2 = "wetsuit";

It looks like the swap removes the wearable attribute.

I'll chase this up with Adventuron and see if it is a bug and see if I can find a workaround using create and destroy in the meantime.