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This is an interesting and beautiful fangame, I liked playing it and I wonder with what you will come in the future! I really like the idea of having effects themed around Tarot (if I'm not mistaken), I wonder how the next effects will look like!

From what I can see bugs can be reported here, so here's what I found while playing, this is a bit long though since I've tested a lot of things:


- When using the card The High Priestess or The Devil while being awake, the "cannot be used" sound will play in loop since in the common events for equipping these cards, the EQ switch of the card is set to OFF instead of the USE switch of the card when using them while being awake.

- When pressing Shift with The Fool card and that the meteor crashed in the Nexus, Noelia will be transported inside the meteor. I guess that it could be fixed by changing the location where the player is transported while Switch 8 is ON to move Noelia in front or next to the meteor.


- The switches used when using a pentacle are not reset when waking up or using The Fool card, so after doing one of these while in the pentacle room going back to the nexus will automatically transport you there on a black screen (that can be removed by opening the menu and closing it since it will show the screen again though).

- The watering can can be used outside of the balcony and with the telescope by using the door or telescope during the animation of the effect being equipped.

- The telescope does not disable effects correctly since you only allowed it to work in the telescope event for 0.0 seconds by disabling the switch in it just after (Due to this too, The Devil and The Fool cards can use their Shift action there). Also, it is possible to use the telescope while equipping a card to ignore the removal as well as being shown in the telescope.


- The ladder in magician room disables the player collision when using it but does not reenable it so you can escape the room while being on the ladder.



These issues are related entirely or partially to the fact that the player can move while doing an action, and I also mention a fix possible to help:

- You mentioned in the readme that the player should not move Noelia while waking up to avoid being locked, and that you tried your best to workaround it by setting jump events to avoid the player from being locked, but you didn't do it for facing down. (For locking the player from moving if I'm not mistaken, you can use the command "Set Move Route: Player, Wait" with Repeat Action, then unlock the input with a "Set Move Route: Player" not looping, so you can let it empty for example. Make sure that you don't have another move route overriding it though. This could be useful to apply that for the issues mentioned here).

- It is possible to move during the start and end of The Devil card laugh leading to an incorrect sprite being displayed since it is not planned to move with it.


- It is possible to move and do actions while waking up, using the instructions, equipping a card or using a card allowing to do unintended things, which can also be combined with the stairs allowing you to open your menu. You can use a warp while being teleported or waking up to ignore the return to the nexus or waking up to stay in the dream world while being considered awake; you can reenable your menu while waking up by using the stairs to then be able to use a card while being awake; you can move on the stairs while using The Fool card or waking up to be able to walk through walls by interrupting the move route making you walk through walls; and there may be more, so the player should probably be prevented from moving if possible.

- It is possible to use The Fool card while waking up, allowing you to be stuck in the dream world while being considered as awake.

- It is possible to use The Fool card while removing it, which will not allow you to be transported but will no longer let you access your menu (you can use the stairs to make it available again as a workaround).

- It is possible to combine Cards (and the watering can) by quickly equipping them from the menu since they are not disabled when equipping them. 

And now, less important issues related to collisions or misc:

- You can go to the wrong side of the gates in gate NT and gate NA when coming from the other gates maps and going up.


- There is a weird mapping here in inferno, it doesn't seem to be intended.


- There is a typo when getting The High Priestess card, where it is misspelled as preistess (I wonder if you intended it or not since you also named the common event and switch for the card as preistess), and getting a card for all of the cards will misspell received as recieved.


- The stairs here in flooded garden have a weird collision depending on where you face it...


- ...and this tile has a different animation compared to the other tiles present, I'm not sure if it's intended.


- The mushroom circles in forest and ethereal plane can only be used while facing a specific direction (right for forest and up for ethereal plane): while it seems to be intended since it was specifically coded for it, it can easily be confusing since there is no indication while in-game for this. Maybe all directions should be allowed to make more sense, or doing something like the pentacles with an effect?

- and now, all of the collision issues I have noticed in a gif to not flood my message (your best option to analyze is probably to download it and check each frame I guess): note that while I show a specific tile(s), it may affect all of the other similar tiles used with the same tileset since it is a global issue with the tilesets in question:


Sorry for the long wall of text, I really enjoyed playing it and I'm looking forward for a potential update!

First, I wanted to thank you so much for taking the time to document and type out all of this!  All of this is super helpful and it'll give me a lot to bug fix before the next version is released.

I'm going to try your fix for the waking up issue, not knowing straightforward way to disable player movement has made event programming so difficult.  Thank you for letting me know about that!

I can confirm that I've already fixed the devil's laugh glitch, the ladder glitch and the being able to climb on the statue that transports you to the anatomical desert  since working on the new version.

Eventually i'm going to be completely remaking the gates between the day and night castle entirely, but i'll see what can be done to fix it until then.

I can confirm the "Preistess" is an unintended typo and thank you for bringing it to my attention.  I tend to be very reliant on autocorrect for spelling so not having that in RPGM2K3 has been a bit difficult for me.

The mushroom circle was coded that way intentionally but I have been thinking about re-coding it to work in any direction, so thanks for the input on that!

So, the animation difference in those tiles in the flooded gardens is not necessarily intentional, but it's caused by the fact that the water tiles are made with animated tiles, and I already used all of my animated tiles on other things so I had to use static tiles for the corner pieces.  A work around for the future would be using character sets instead, but i'm not sure if the speed would match up correctly.

The weird collision on the stairs is something i've tried to fix, and the current set-up is unfortunately the one that feels the least awkward without re-working the tileset graphics.  That map is one of the oldest in the game and is was much more ambitious than I had the skillset for at the time.  This probably will be something that isn't fixed until later versions because the I know it requires a big overhaul of the current tileset.

Again, I really want to thank you for bringing all of this to my attention.  These kinds of error reports really help me, a second set of eyes will see things I don't.