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(3 edits)

not sure if this bug was reported but if you are in the dungeon and Lani is knocked out and you hurry and tap the red cross while walking like suring a cut scene (which if she is knocked out doesn't really make sense) you can give her a potion ams she will be fit for battle however she will be invisible for that point on until you either reach a healing spring or finish the dungeon however she is till able to attack. I'm also curious as to a few things such as how long till the alchemist shop opening and why a healing spell only is gained after all of that attack magic (most games have heal at a very low level like level 2) my biggest gripe is no way to leave a dungeon once you enter.  After all if I enter a dungeon if I need 12k to get behind a door it would be nice if I could leave raise the funds and return.  Oh yeah almost forgot dungeons... I've unlocked them in this play through but am being told "have not found any dungeons on this date"

You may want to also consider a way to remove items from the "Soul Box" in case someone accidentally puts something in it they didn't mean to or rethought their choices

Just remembered, I noticed that if I'm a a location (Forest as an example) and I've been there 5 days (increased my chances for loot to drop) leave, when I come back (even on the same play through) suddenly it has been reset to the default. 

Also the dude with "Variable Inventory" I bought all of his inventory on 1 day, 6 days later it hasn't restocked anything at all.

I also feel the dungeon drop rate is a bit low.  As an example one wanted 100 of an item and after 30 minutes I still didn't have 1 of it, nor did I meet an enemy that seemed like it should drop it.

You may want to add information on how to gain different magic (other then light) assuming there is currently a way.


Whew, ok, thank you for the feedback. I'm going to try to address all of these.

I am aware of Lani's disappearing act in combat, and I'll be fixing that in the next version.

Alchemy was initially intended to come in the next version change, but it's been pushed back in favorbof an earlier release date. I'm hoping to have it in version 0.3.4.

Healing magic is relatively rare in this world. Personally, I've never understood the justification for every beginning magician in the world being able to heal life-threatening wounds as their first ability. I also needed a money sink, so potions are the primary healing option in early and mid-game.

Dungeons only remain in one location for a few days and then moves on, so once you've found a dungeon, the game records the date, then makes that dungeon available to the player withing 5 days of that date in future play-throughs. It's possible to have infinite dates recorded for any of the dungeons as they move around.

Generally, dungeons are intended to be a semi-planned system. Not every door can be unlocked by the items available in It's dungeon, so the hope is that the player will see a door they can't open currently and collect those key items for future lives.

The soul box should definitely have an option to remove items. I'll look into that for the next one.

Currently, all of the search numbers are refreshed when leaving a location. I could probably save those... I'll pose the thought to the playtesters and see their opinions on it.

The beast merchant is still in his placeholder stage, but he's intended to have rotating inventory and time-specific items. Right now, he only has two inventory sets: days 1-10 and day 11+.

Light magic and sneak are currently the only skill sets available, but more are coming. One (Defence) is going to be readily available in the same way as Light, while the other currently planned branch is going to be semi-hidden until the player has progressed.