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On the fence about making a video or 2 for this game, since there are none, and this looks fairly interesting. I just need to confirm: it doesn't seem the game lets you do hotseat with just 1 controller. Is that right?

Oh, and 1 criticism/question. Why no drafting for the Unit Playground?

There is no hotseat for a single controller, that’s correct. You can play both sides with the keyboard, though.

Unit Playground’s purpose is to immediately get into a map with all of the characters to test their movesets. It was originally a debug map for testing various interactions between units and I left it in for people to experiment with. Adding a drafting step for that map would slow down my ability to test units out when iterating quickly during development, so I left it out for this one.

Thanks for playing the game!

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Ah, good to know. Well I'll be getting familiar with the game for the time being, and I'll be sure to get any interesting matches I get on video if I can. Thanks for responding.

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Hey, it's been a while. I have some time to try recording matches for your game now, but while practicing matches and attempting to record, I came across a couple of bugs related to units dying when a new round begins. I've only been battling in the Desert Coliseum, so I don't know if these bugs occur in other maps.

If a player has their last unit killed at the beginning of a new round (via Pentagram or Giant Bomb in my scenarios), the game doesn't seem to be able to register that the game is over. This bug's a minor one since the turn player can just surrender after the effects are resolved and then the game gives out the end screen with the proper result...

...However, it looks like if a Creep is killed at the beginning of a new round, the game seems to crash. I'm not sure if it has to be the last Creep in play to cause this, but I know that this has happened to me twice.

This is a short clip of my 2nd crash for reference.

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Thank you very much for reporting this bug. I am able to reproduce the issue whenever a creep dies from a trap between rounds. I’ll take a look tonight to try to find a fix and I’ll let you know once I have a solution. Thanks again!

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Hey again. I was able to find a quick solution and I’ve pushed an update to all platforms with a fix for the crash. The other scenario would be slightly trickier, but you should be able to just end your turn normally as the remaining team and the game will check for a winner before the next player starts their turn. Thanks again.

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Hey there. Got 2 more bugs to report.

The 1st bug shown off concerns the Pugilist; when she uses Flow Strike while having the +1 BLK buff from the Paladin's Intervention, that buff isn't applied.

I don't know if I can recreate the 2nd bug, since that was my 1st time encountering it, and it's unnatural for Creeps to bug out when they can't fulfill their routines. That Orc originally had a Treasure Hunter routine, and he wasn't able to fulfill it, but for whatever reason he switched to Wander Routine and the game let me control him... or more accurately, let me select a Creep to control. (Creeps don't just change to Wander Routine when they can't fulfill their original routine, right? They just... wander, IIRC?) I was only able to manipulate 1 Creep, then the other Creeps played out their own turns like normal.


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Thanks for reporting these bugs! I will take a look tonight to see what I can do about these.

I haven’t looked at the Sol Standard code for a while so my memory might be off, but I believe under the hood it changes to the Wander routine if they can’t fulfill it, but it should then trigger immediately so it effectively just makes them wander. Getting control over the creeps is a weird scenario. It might not be a quick fix since it may be tricky to reproduce. I very much appreciate the video you included and the detailed report!

I’ll let you know when I have fixes for these.

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Hello again! I have pushed a new version of the game that should fix both of these issues. Thanks again for the detailed bug reports!

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Thanks for the bug fix. I can confirm it works... and not too long after I found another bug. It looks like destroying breakable terrain can sometimes crash the game. I've recreated it several times but can't find a pattern or reason why this happens.

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Thanks again for reporting! This one’s pretty bad, but it was a quick fix. A new build has been published that fixes this. Frankly I’m surprised this wasn’t discovered a while ago, since it’s been an issue from the start as far as I can tell and the steps to reproduce aren’t an uncommon scenario.

The problem was that a dead unit was being selected by default when nothing else was being hovered. In your video you can see the slime as the other hovered unit when you attack the obstacle. The game tries to start combat with the unit that’s already dead and finds that it doesn’t exist, so it blows up. This might have been undiscovered for a while since it doesn’t seem to crash when targeting other units, only non-unit targets. This shouldn’t occur anymore with the newest version.

Thank you again! Your videos are extremely helpful in debugging these issues! :)

Glad I'm able to help with finding these bugs... I think I may have found another. (These finds have all been accidental, mind you.) Dusk Temple's fire traps aren't turning on. Is it because they're incorrectly named/the targets for their switches are incorrectly named?

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If I find anything else I think I'm just going to join the Discord, but here's another possible bug where the Pugilist can't use Stem The Tide if she has full armor. I don't know if this was intended or not since the game tries to claim she doesn't have any Flow stacks to remove when she clearly does in this example.


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I’ll check this one out tonight. You may be right; I’ll have to confirm.