Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Hey! Thanks a lot for your comment!

I have a couple of ideas regarding what could've happened there, but as usual, if you could please check the logs and tell me if there are any errors - that would help me immensely (I had an instruction on how to see the logs in my answer to the comment below).

Regarding "Abandon Run" button - it is in my to-do list, and will definitely be there in the final version of the game.

The inability to inspect items that are on the ground is by design - I  don't want to give up too much info about the item before you pick it up, so I think that seeing item's tile is just enough. But as for dropping the items - you're certainly right, its a much needed ability, and you know what? I have just added it this week! It will be available in the next build, which comes out next Sunday.

(1 edit)

https://imgur.com/a/VYx4ESC

im not the best at coding so i recorded my screen, but the red parts are only here:

also, another bug I encountered, not recreatable cuz of my circumstances(lol):

So I put on a chasity belt by accident, then I found a key, so I used it to take the belt off. Then I got curious to why the item reappeared in my inventory and clicked it. It put the belt back on, and guess what, the key was broken. Now here's the problem, when I picked up new not-broken keys, it puts them in the same stack as the broken keys, increasing the number of the broken key item as I try to find where the "key" is until I realize there's no key and only a bunch of broken keys.

Thanks, this is incredibly helpful!

So, as for the main issue: since there are no errors thrown when you try to move the character, and as you mentioned that you was clicking fast, my main theory is that something went wrong with the game's scheduler. You see, the way it works is this: there are several "actors": you, the player, and the monsters; you all act in turns, and while the monsters are acting, the controls are locked, preventing you from acting at the same time. Normally, once all the monsters are done with their turns, the controls are unlocked, but it seems like it didn't happen for some reason.

I have one more thing to ask from you: can you please go to dev tools one more time, but this time:

  1. Open the "Application" tab instead of "Console".
  2. In the sidebar on the left, in the "Storage" section, expand the "Local storage" dropdown. There will be a list of domains, one of which is gonna be https://synthoel.itch.io, and another may vary, but it will be something like https://v6p9d9t4.ssl.hwcdn.net; we'll need this second one.
  3. When you select the domain, it should show you the list of key-value pairs, most of the keys having "net-shag" prefix. Please look for "net-shag:storage-save-game" key; the value will look like a bunch of hieroglyphs - please copy them (you can double-click on the value to select it whole, and then just Ctrl+C), and send them to me (you can use the tools like https://pastebin.com/ to save the text and send me just the link, to avoid cluttering the comments).

I'll then be able to use this save and check the exact game state that you have. I always wanted to add a button to export this more conveniently, but never actually got to it - sorry xD. I'll definitely add it soon!

As for the other issue (the keys): this is something I totally overlooked! The "drop" action will soften it a bit (as you would be able to remove the first item from the stack, and thus the next time you try to use the key, it would use the unbroken one). But I admit that its not convenient at all. There are multiple solutions for this that I can think of:

  • if you have several instances of the same item and try to use it, the game should propose you to select which one to use exactly (additionally, for the keys specifically, it should show which of them are broken);
  • items with different properties should go to different stacks;
  • when the key is broken, it should be just removed from inventory (as there are no application for the broken keys anyways). 

Personally, I would prefer the third option, as it is the easiest to implement xD. But please let me know what do you think about it (how would you prefer this to function), and I will try to have these updates ready in the next month's build!

Not very sure how to use pastebin so I turned to this thing here...

https://docs.google.com/document/d/1YQZBw34OJGrknlaaMgqt907IN1oLSwAmCnolZTHrKzQ/...

About the broken keys, I think we can just let the character automatically throw them(3rd option). So after unlocking the chasity belt, there can be a message saying something like "The key broke after usage so you threw it away", and the chasity belt's gonna need "something" too.

Something that can come with this is monsters that react to littering random things in their vicinity, but I'm not sure what kind would.

Okay, we're getting close!

Unfortunately, this Google doc won't do - it seems like it applied formatting to it for some reason (the ordered list), and it should've been just one long string. This formatting corrupts the data, and I cannot properly decode it (and if I just remove the numbers, it only parses small part of it and then fails). 

Maybe you can just post in the comment here? My argument about cluttering was kinda dumb, who cares xD. Although, it might apply formatting too...

Other alternative is to save to some .txt file (not .docx) and then upload it somewhere like Google Drive / Dropbox / Mega? Pretty please with sugar on top! Sorry, I know its getting annoying, but I feel like we're almost there

(1 edit)

Ok so the reply section has a character limit.

I also discovered that in the designated link, it divided the big text into 3 parts, so it's probably formatted already.

Here's the text file, it gave me a prompt to use docx to open it.

https://drive.google.com/file/d/17tclWCT94rjv-jW32fEzcIeLHlFwLKDX/view?usp=shari...

Okay, I managed to decode (most of) it this time, but by the looks of it, it seems like you should be able to act.

Can you please tell me which actions have you tried to perform? Just moving, or other actions like talking or fondling too? Could it be that you tried to move, but then got immediately knocked back (animation is not repeated second time), so it would appear as if nothing changed?

i was trying to run away by spamming my mouse to the side, and of course the cowgirl got me.

The picture of that happening appeared, and as it was about to dissapear it stopped, like almost transparent and stuff.

So I spammed a bunch of other buttons like s or f and nothing happened.

Hey! I've got two news for you!

The worse one: I wasn't able to find exactly what caused the freeze for you, cause the snapshot of a game state that you provided looks good to me.

The better one: I added a way to abandon the current run! You can go to "Options" menu and select "Erase saved game" - and you'll be able to start new run from scratch.

Please let me know if that worked for you! Also, thank you very much for helping me to debug this, as well as suggesting ways to improve the gameplay - I'll do my best to hunt that bug down and implement the changes to keys next month.

The "Erase Current Run" worked perfectly! Now I can continue playing and hopefully finish the game.