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(+1)

I am making a new top-level comment, since the game is a lot of fun and I did not run it in a proper environment before. The game is very good and very large!

I am playing it at proper speed. I retract my previous comment on fast travel, the player character walks fairly quickly. (EDIT: Later on, I am wondering whether I should re-retract my comment, since I did resort to dashing to travel more quickly - but the design of the game makes it not that important, since not all progress in levels (buttons, etc.) is lost when respawning, making fast-travel less of a problem).

I like that enemies can end up poisoning themselves.

I saw you added a cooldown indicator in the most recent update, nice :) .

In the indoors room with 4 poison-shooters, the crossbow caused one of them to fall down, but then it got stuck falling down repeatedly, eventually dying. I would guess that is a bug if the intention is that enemies also reappear at the last known location with 10 health lost, though enemies and the player character may have different desired handling.

There is maybe a 1 second delay when pressing and holding '1' or '2' to get the radial menu, which can be significant in combat. Though, is it because '1' and '2' can also be tapped quickly to tap through items? If so, the current approach may be good.

I am not certain, but I think some enemies that I did not defeat despawned after I died. Is that intentional? Or are enemies spawning randomly upon the player character dying and respawning?

Wait, is it on purpose that while in the menu accessed with 'Esc', the game is not paused, and you can die? Is that for multiplayer? For singleplayer, that seems a bit annoying.



Restocking upon entering a camp may not work fully always.

I only found 3 armor items before finding the map in the lava indoor area. I never found an outdoors map. I did find an MP3 player at some point.

I sometimes messed up dodging, which caused lava deaths. You must press and release space quickly, correct?

At one point, I used multiple healing "potions" in a row, but I did not get healed further apart from the first one. I was on fire at the time, though even after the fire status effect had ended, chugging another healing "potion" did not help. I was at about 60% health.

In the room with a lever that is "defended" by a rotating trap with fireballs, I multiple times tried to pull the lever, but failed, and ended up burning to death. I do not know whether I was too far away from the lever to pull it. Wait, is it only possible to change the direction while water is flowing through the pipe? Would it make sense to add a "declined"/"rejected" sound when attempting to change the direction of a pipe using a lever that has no water, such that the player knows that the player did interact correctly, but that the action is not available?

I got very far, but I ended up with a GameMaker GML error, seen below, where I could not ignore it, and only "abort". And since the game does not save anything after shutting down, I lost all progress, and I did not get to the boss, even though I only needed to reroute the final pipes to the boss room. I imagine that you have saving on your TODO-list, but with such a large and good game, I think you should prioritize getting a save system up and running, such that the game can be continued after closing it down (for instance due to a crash or the player quitting and wanting to play later).

Error message pop-up:


___________________________________________
############################################################################################
ERROR in
action number 1
of  Step Event0
for object obj_off_crossbow: 
DoSub :1: undefined value
at gml_Object_obj_off_crossbow_Step_0
############################################################################################
gml_Object_obj_off_crossbow_Step_0 (line -1)

I had acquired the water gun, and was busy attempting to switch to the shield by quickly tapping '1' multiple times.

(+1)

I'm glad you had the opportunity to play the game at its correct speed.

I saw you added a cooldown indicator in the most recent update, nice :) .
Thanks.

In the indoors room with 4 poison-shooters, the crossbow caused one of them to fall down, but then it got stuck falling down repeatedly, eventually dying. I would guess that is a bug if the intention is that enemies also reappear at the last known location with 10 health lost, though enemies and the player character may have different desired handling.
I thought I'd fixed that, but I guess not.

I am not certain, but I think some enemies that I did not defeat despawned after I died. Is that intentional? Or are enemies spawning randomly upon the player character dying and respawning?
Once you get past the tutorial, enemy spawns are random, up until you get into the Mountain Smithy, so that changes every day.

Wait, is it on purpose that while in the menu accessed with 'Esc', the game is not paused, and you can die? Is that for multiplayer? For singleplayer, that seems a bit annoying.
Yeah, getting an actual pause menu implemented just hasn't happened yet. I'll be implementing it in the future for sure.

Things still aren't perfect with my enemy spawning. For some reason it's just remained buggy even though I've attempted multiple fixes, and then testing the fixes is tricky because things are randomized.

Restocking upon entering a camp may not work fully always.
I'll look into it.

At one point, I used multiple healing "potions" in a row, but I did not get healed further apart from the first one. I was on fire at the time, though even after the fire status effect had ended, chugging another healing "potion" did not help. I was at about 60% health.
The game has an injury system where your HP cap is reduced a little bit by damage sources, and fire damage is particularly injurious. I tried to explain this a bit in the survival guide, but it's still not very obvious. I'll make it a bit more obvious on the health bar.

In the room with a lever that is "defended" by a rotating trap with fireballs, I multiple times tried to pull the lever, but failed, and ended up burning to death. I do not know whether I was too far away from the lever to pull it. Wait, is it only possible to change the direction while water is flowing through the pipe? Would it make sense to add a "declined"/"rejected" sound when attempting to change the direction of a pipe using a lever that has no water, such that the player knows that the player did interact correctly, but that the action is not available?
You're correct that the levers don't work if water isn't flowing beneath them. I'll add a sound effect like you suggested.

I got very far, but I ended up with a GameMaker GML error, seen below, where I could not ignore it, and only "abort". And since the game does not save anything after shutting down, I lost all progress, and I did not get to the boss, even though I only needed to reroute the final pipes to the boss room. I imagine that you have saving on your TODO-list, but with such a large and good game, I think you should prioritize getting a save system up and running, such that the game can be continued after closing it down (for instance due to a crash or the player quitting and wanting to play later).
Yeah there's still bugs I haven't worked out. I'll attempt to reproduce the one you found and fix it. I'll also make sure saving is added to my list.