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(+1)

The stuff in the boat was a bug with the mapping plugin, there was nothing I could do to fix that. It is fixed in the new version because I am not using that mapping system anymore (I couldn't use it for the jam because it was considered a "tool").
I will look into making the HUD smaller.
I didn't have the time to fix the terminology on the plugin's menus, because I was focusing on fixing mechanical issues.
You can rebind the controls to be how you like. You don't need to use the arrow keys, and frankly I never do use them. However, I am unable (as of right now) to let the player rebind skill buttons, that's just not a feature of the plugins I'm using.
Yes, I know that saving is broken, I have no clue why. But someone has suggested a fix for me, so hopefully the post-jam version will fix that.
The only time that the game is supposed to autosave is right before the boss. Beyond that, no, it should not be autosaving. That is not even a system I have in that game because none of the autosaving plugins I've found even work.
Alright, a minor eventing bug that I missed, I'll see if I can fix that as well.
The lantern is a problem with the lighting plugin I had to use (not a fan of Terrax's). Again, this will be fixed in the post-jam version since I will be switching to Khas'.
I have no idea why the bats do 0 damage, this bug didn't appear until later and at that time I was putting my effort into fixing the demon boss. This will be fixed in the post-jam version.
I never had the time to finish the mural, that will also be fixed in the post-jam version.
Last I checked, no, that's in fact not a typo.
I've fixed the collision on the tent in the post-jam version, this was also a problem due to the mapping system.
Yes, that's again due to the mapping system I was using in lieu of my usual system. This will also be fixed in the post-jam version.
Ugh, I tried fixing her event but I guess a condition slipped through while I was testing. Gonna fix that too.
Duly noted, I'll see if I can't do some tweaking on that event.
The mysterious woman event is not finished, I was adding that in roughly 2 or 3 days before the jam ended. That will be finished in the post-jam version, but it wasn't in this version because I simply did not have time.
Interesting. That's likely a bug due to how unfinished the mysterious woman event is, so in all likelihood the post-jam version won't have this problem.
I intend to finish it and give it an ending. Beyond that, it wasn't supposed to be a "fully fledged game" as much as a "let's see how people like these mechanics and let's see if I can't fix them ahead of time". Effectively, this can be considered a prototype for my main project, a way to test the systems and get what people think. However, due to the limitations of the jam I was unable to do some things I otherwise would have been able to do. I am sorry to hear that you consider this game less than enjoyable. Hopefully the post-jam version will fix at least some of the issues you have found.

Why don't you just use a looping map for your introduction sequence?

Thank you. ^^

It's understandable considering the project.

Trying out I realized it adapts itself to the keyboard used (I'm using a French keyboard which is different from English ones). Which is a good thing. I didn't really dared touching it until now out of fear it would break the game again due to the type keyboard used. As for skill buttons, it would be indeed nice for the player to have a full control over... its controls. OwO

That's cool! I hope the fix will work! ^^

Actually, I just wanted to tell you: you don't need a plugin to make an autosave system. You can open an event and make him execute this script:

if (DataManager.lastAccessedSavefileId() !== 0){
    $gameSystem.onBeforeSave();
    DataManager.saveGame(DataManager.lastAccessedSavefileId());
}

Upon reading this script, the game will either:

- Save in a new slot if this is a new game,

- Or if the game has been saved, save in the latest slot this game have been saved.

Source:

Problems like this happen with complex eventing. X)

Ok, good to know for the lantern. ^^

Maybe the monsters' stats are getting in the way of one another. If the problem occurred while you were balancing the demon, then it's a possibility.

Too bad for the mural, I was curious. X)

Ok, I had a doubt about it. That's cool. ^^

Great about the tent!

If you intend to do a New Game+ with a Cheat option, maybe you could consider to allow the player to go through walls. That'd be nice. Because... I kinda had fun with this. (Even though I was getting more trapped than anything.) Or you can make like Super Mario Odyssey and use this bug at your advantage to hide secrets for the player. (In which case, you might want to allow him to return back to the level with ease.) ^^

It seems that the action of resting resets the fae's position for some reason. That's the problem. Also, after another trying out this: I realized what actually caused this softlock to happen is the game is trying to make the character back off against a tree. About softlocks, most of them happen because the game tries to move a character against an obstacle and because you haven't told it to stop if the movement wasn't possible, it keeps trying to move it indefinitely. You could maybe toggle ON/OFF the possibility for characters and event to go through obstacles. This is something I often used for The Escapists during cutscenes to make sure everything happen as intended.

Thanks a lot for your concern, but don't worry. Adrift was a noble effort with maybe too big of a scale for a game jam. I'm sure you will manage in the future.

I hope my review helped you going through with Adrift and your future projects as well. ^^

(+1)

I did use a looping map for the introduction sequence. That's why the mapping system was glitching, because it does not like looping maps. In the version where I'm using my preferred mapping system, that has been fixed already. (That was honestly the first thing I fixed.)
As I said, I don't yet have the ability to let players rebind the skill buttons, because that just wasn't a feature of the plugins. Once the new programmer on my team starts to get the hang of programming for RPG Maker, I'll see if he might be able to get that working.
For Adrift, I didn't really want an autosave system, truth be told. I only forced a save before the demon boss so the player wouldn't be stuck having to go through the whole game again if they forgot. (it should be said that at the time I added that, I didn't know that the save system only works on the developer end but not for the player. I didn't know this until later builds, where I started having people test it out. By then I'd basically forgotten that I had the game force a save before the demon boss.)
I feel like the bats are unbalanced so badly is just because I gave them a basic skill and went to work on the more pressing mechanical issues: ie, the demon boss. An underwhelming enemy is one thing, but an underwhelming boss really doesn't bode well.
Unfortunately no NG+ plugins exist that are both free and functional in 1.6.2. With Adrift that's not a problem since NG+ wasn't part of my idea for it, but for my main project I absolutely plan on having NG+.
For the pillar sequence, I'm probably going to do what I did for a couple other events and have it teleport the player to a specified position so I know where they are. That way I can 100% know that they won't get themselves stuck.
The fairy's position is supposed to be set to near the pillar after a switch is toggled, that's odd that it didn't work like that. The detriments of having less time to have people test things before the game was due, I suppose.