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(+1)

In case it helps, here is the first 10.000 lines of the log file for the Player.log file that ended up over 2GB large, by using:

Get-content -TotalCount 10000 .\Player.log | Out-File -FilePath .\First10000.log

https://ufile.io/q3s6ny4u

(+1)

thanks for the very detailed feedback and playthrough! i am truly humbled to have made something you valued enough to take the time to write this out

the error, from what i can gather, appears to be that an enemy couldn't find a position to path to when doing a random-movement they do while they're active with no enemy in sight. that's rather strange since i never had this issue - but since i never had this issue i never remembered to exit the movement loop when bringing up that message. so you had your logfile filled with plenty of dev-comments that repeated themselves in a while loop until a crash. i'm unsure how it might be related to any spell usage, but i'll take a look now.

to address some specifics:

>Cell doors block projectiles
noted, will fix this eventually. it has to do with "door" type object preventing obstacles. i recently fixed this with statues, ill do it with doors soon

>Boss fights
Usually they have a different skin and some light effects, but bosses that have non-aura modifiers (for example "Extra damage") have no other visual changes. it's something i'll need to address.

>Minimap
You can move the minimap with the arrow keys, or dim it with + or -

>Spoilers/Vedomot
What a funny encounter. i'm glad to be able to instill this panic/fear in players. i'll look into making the lever a "click only" interactable

>Spell Levels on icons
sure, i'll try it out.

>Potion sort. 
you CAN soft of sort them, but i'm not planning on autosorting. pressing middle-mouse on a potion in the inventory sends it to the hotbar. if the hotbar is full, it sends it to the first available slot, going from values 0 to 49, with 0 being the top left slot, and 40 being the bottom right. in this case, slot 9 is top right, so the potions will be sorted horizontally.

>???
it's on purpose! i'll change it to something like "Unkown entity" or something - the idea is that the protagonist can't tell what he's looking at exactly

>Bosses Continued
i find it amusing how you were able to problem solve your way out of bosses. perhaps i should persist their targetting on saving/loading

>Icespike vs Sun Cultists
correct, they cannot be slowed!

>Despawning enemies
enemies never despawn, but they do lose sight of you and de-aggro after some time. they will either return to where they came from or go "patrol" somewhere

>Manashield SFX
noted. good idea

>Minimap pillars
noted. i'll take a look

>Menacing obelisks
they're 50-50 whether they give a boon or a negative effect! the fireball one you've gotten is my favorite!

>Ice damage weakness
im curious about your spell drop rates - since i feel like icespike that late into the game should be at least level 3 or so, and not level 1. i'll take a look at book drop rates again and see if something is amiss

>outline
another player had a great idea about outlines, i'll try and implement that by next DD

>crash
Noted above, looking into it now. 

>Death
I'm very glad you have made it this far. it's an impressive and valiant ironman run
You're right that the game tends to 'shift gears' when a boss appears. i will need to make their presence much more obvious to avoid startling the player with a much stronger foe

again, i am tremendously grateful for your long and detailed feedback. thank you for taking the time to play and document your experience despite the hardships. i hope you have enjoyed your time, and i will try my best to ensure the future version is bug-free, at least from these bugs mentioned today!