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Oh, nice. Glad you liked the ending.

As for those bugs:

- Would you believe me if I said the issue with those shops not working was the exact same issue as why you could get to the extra dungeon early? Either way, that's fixed up.

- The Evoker summon getting stuck was another easy-to-miss but ultimately easy to fix issue. As for Clearwell still not working, that was a result of me forgetting about a quirk of the way OHR status effects operate.

- Those mapping/door issues have also been cleared up.

Admittedly, It was more the final boss fight and related events that impressed, though the ending wasn't bad either, if a little abrupt. I've been poking around the last couple hours and found two other endings, and your blog post that mentions four, so very much wondering what point of divergence I'm missing. I guess I'll keep poking around a bit.

In the process of poking around, I found one more definite issue and two other things that had me scratching my head:  https://imgur.com/a/2KQbE1p

The guy in the first picture's meant to say something. I'll get around to fixing him in the morning.

As for the other two things, they're more set dressing [the first to accompany that one boss, the second for a place for the implied airship Geaut uses to be stored/serviced at when not in use].

As for the final ending you're missing, it's for when you lose/time out on one of the final bosses. It's there mostly as a worst ending, and so that low-damage teams aren't completely left out in the cold when it comes to that particular final boss.