It seems if you stop at the selling screen while finishing the day under certain circumstances, the game might freeze. I still hear the sound of the cauldron gurgling, but the screen is black and the screen showing the stats of the finished day won't come up. Encountered the bug on browser version in fullscreen mode.
Edit: I was hovering my cursor over a potion when it happened. It never occured on my second playthrough after reloading the page, it seems, and I managed to actually get the winning ending this time. I like your games, and this one has not become an exception. Amazing work, both you and the artist/animator! ^^
AlexiusScholius
Recent community posts
Sorry, I had to attend to some affairs and respond only now.
So, turns out the guard that patrols the wine cellar indeed is triggered by the slightest sound from the upper floor, and it is no surprise. In fact, the player can see this guard without the cat sight ability due to the fact his torch emits the smoke that goes through the second room's floor and can be seen quite well. It looks very funny, so I had my laugh.
I had also tested the weight system and, yes, I see very subtle changes in the model. Beams seem to withstand the player who has eaten and digested three guards, so it is alright for the current version of the game.
While testing it I have found out a very overfed (through debugging P button) player can make the entire map very anxious and bothered by the loud sounds of gargantuan gut that cover the entire map and trigger even those three guards at the very bottom of the map in the wine cellar.
My pleasure!
2. I see. Is it intended that the player's weight should break the beams after eating just a few guards or is it just there for the test purposes now (so we could see beams breaking) and we are going to have a completely different set of rules for weight and beams breaking under the thief's weight in the future?
2.1 Most probably this. The funny thing is you can potentially litter the entire hallway with these splinters if you continue to reset the level and break the same beam over and over. The splinters do not have collision, but it looks funny how the guards casually walk through the hallway like "Yes, another day walking through a bunch of broken wood back and forth". Love some fun that is to be gotten from bugs.
3. No, it does not seem to be caused by noise and their hearing. It seems as if they have some kind of a hivemind or maybe they see through walls. For example, there is a guard, I guess, who is supposed to patrol the area in the third room (wine cellar), but I am not sure, maybe he is supposed to be in the second room. The fact is, everytime I go to the second room, I swallow the guard in the corridor from behind the corner (which I call "swallowing through the wall", because animation looks like this is what is happening), nobody is alerted. I go to hide in the shadows on the second floor to the right to digest, and then another guard goes there, to the spot where the torch and sword lie, to comment on how somebody is missing or should have passed them by now. And the door to the third room appears to be opened. So I suspect it is either some guard seeing the lying sword and torch from the wine cellar through the walls and door and going there to look at them, or some guard who somehow gets triggered by swallowing this specific guard in the second room. Because other guards in the same room do not seem to always be affected by this: sometimes the guard on the left, the one who patrols near the boxes, notices the leftovers and comes to investigate too, and sometimes he doesn't. The guard on the right does not seem to notice it at any playthrough, since he does not really end up close enough in accordance with his route to notice, it seems. I actually feel like testing it a bit more, so I might soon try and update you on this one.
3.3 I see, thank you! Indeed, icon legend is a good thing to have, especially if there is going to be some "tutorial" in the future updates.
4.1 I have not seen the guards really clipping through anything, they are good boys and do not seem to break the laws of collision. However, the player model may be behind the wall near a corner or near an open door, and when the guard is close enough, they may swallow the guard, technically through the obstacle, but at the same time it may be seen as swallowing them from behind the corner, which is a valid stealth game tactic. So I am not really sure it is a real issue, because it would be too hardcore without such forgiving hitboxes. So I think it is actually cool, no need to look into it unless it proves to be an issue in the future.
I hope it helps a bit.
It is a great game and I see amazing potential in it. For the first public beta it is just awesome.
I love it, and I think I would enjoy playing a full game like this, especially with more polished mechanics and maybe some plot and new models/features/mechanics.
Bugs:
1. If you use "Z" to see enemies through walls, it kills brightness and does not reset it after you release the button and stop using the ability. Therefore, you can't see anything after this point unless you go to options and set brightness to extreme levels. Since I, being a new player, play very cautiously when I start playing a new stealth game I don't know, thig bug has greeted me with open arms.
2. As I see it, currently there is no way to say what "weight" character has, since player's model looks identically scrawny at any "weight" level right now. However, I have suspicions that it does not work as intended, since beams start screaming atrociously even after the player has eaten just one guard and climbs on empty stomach after having digested them.
2.1 If you break the beam with your thiCC body, its splinters never despawn, even when restarting the map. It shall spawn a new beam as a replacement, sure, but the old splinters shall remain where they were.
3. Sometimes guards seem to have psychic abilities: they start getting worried about another guard being missing while they never meet the other guard on their standard root, so they just feel compelled to go and check the situation for no reason even if the player is hidden somewhere in the corner and the missing guard's sword and torch lay far away and, of course, out of sight and hearing range.
3.1 The door that separates the first room from the second one (There are three rooms: starting room, corridor and wine cellar. I mean the door that separates the starting room and the corridor) appears to be bugged. Guards cannot go through this doorway even when it is wide open and they see the player in front of them. They may even try to poke at the player with their sword, but never manage to go through the door.
3.2 I know it is alright for the beta, but currently there is no death animation/sound or any clue that it happened unless we count the empty health bar. A more clear death screen (at least some text that would say "You were captured" or "You are dead") would be a nice touch.
3.3 Currently I cannot really tell what icons at the bottom of the screen signify what. I can tell what the health bar does, what is the light meter, what is the stomach capacity meter, but I can't understand what the wiggly-smoke-like sign next to it means. And the icon that is just a white square seems to be connected to the "Z" button ability.
4. Currently player can swallow enemies while climbing the ladders, which makes the player climb the air. The animation works surprisingly smooth, though, so I would even accept it as a feature explained by the Daemon possession.
4.1 Player can also swallow guards through walls which, on one hand, is a valid stealth tactic, but on the other hand, is an obvious way of cheesing and bullying poor guards.
I hope this bug report and feedback helps! I hope you enjoy working on this project, I wish you good luck with it all! ^^
Personally, I have not managed to bring myself through this gameplay. Ghosts may spawn right inside the main character, and the concept of minesweeper seems to be weird.
In the start, it worked like a charm: here is a wooden box which points to the west, we dig the adjacent western grave, open the black coffin — there is a key inside. Then I have dug up a ton of black coffins in one and the same location, and all the wooden coffins were empty: no hints, nothing. I thought: alright, there must be the correct black coffin elsewhere. The same: no hints, many black coffins piling up on one another. I decided to open a black coffin: who knows, maybe I am supposed to risk after all? Screamer, game over.
I might also be a bit biased: I love the universe other games tell about more: the universe of different quirky characters and weird monsters that play by rules, rich sorcerers and financially unstable protagonists, naughty gods and cheerful mortals. After all this excitement this story seems too grounded, perhaps. We shall see how it will go on, of course.
I guess I shall just watch a playthrough for this one. The cutscenes are satisfying, animations and dialogue are fun, I hope you shall remain satisfied with your work! Love your games, Zed Technician! ^ ^
I do not really know how Agatha works and if one should leave the room she appears in or it is alright to just hide in the same room's hiding spot for a while, but I am kinda glad I hadn't have to find out: Jeremiah appeared shortly after I started hiding, and through his vision I saw there was no more Agatha in the room. Another time she decided to say "boo" to me while I was passing through the entrance room. I went out, dropped off the boxes, came right in again, while she was just standing there menacingly, and I wasn't attacked.
So, I really like the fact I managed to make it in my first playthrough, without dying once. And it was before 4AM even! Either RNG was really good, or I am not half bad with this gameplay. ^^
It is a great thrill to play this game: oppressive atmosphere is amazing, characters are as memorable and wholesome as always, and the plot and happy ending are just perfect. I love it. ^^
I liked it very much. I spent only four rounds. The sound design and the idea are amazing, so I think it still holds up pretty well and it definitely does not need to be taken down: it must stay for nostalgia and history. If you are going to think about taking it down, think about making some kind of a remake, than. ^^
The only thing I find weird or flawed is wake up mechanics, they seem to be a bit junky: one time I had to mash my Spacebar for half a minute, while my screen was absolutely black, and nothing would come out of that, and sometimes Sandra would wake up easily after three or five taps. As far as I know, it could lead to being unfairly licked by the forest spirit.
I hope the Vroom Vroom guy is doing alright after taking all these shots. I like to think he actually was trying to say to Sandra: "Hey, it seems your car has died. You are in luck, I am an anti-gremlin who can magically fix it in no time! Just let me kiss ya and have a ride, that's all I want!"
I have made an atrocious, terrible mistake. Brief: I have done a lot of stuff after retreating from the shore (I wished to just reset "Power" as the game would suggest, but got carried away and did many achievements, quests and upgraded the mansion a few times). Version is .410
So, while in the mansion, I repaired the dungeon (I thought it is how you access ghosts to purify, kinda like in the fixed Fay Forest left from the entrance. I discovered a hidden (?) door there, went inside, discovered some shady dude on the throne. He said it is not time and put my party to sleep. The party woke up in the same corridor with the dude. I tried to approach him again. The voice line remained the same. I could not return to the mansion: if I exited the corridor, I would end up in Lilith's nursery (I guess. The fleshy facility with hanging women, spores and stuff in it). Pretty much anything I would do would lead to a crash. If I collect the strange egg I find right outside (Leah said "the guild wants it", although there was no such quest in the guild yet, only two quests, both completed: the bee one and the fairy one), it opens up path ahead (removes blue thing) and go up the corridor (forced to smell miasma all the way, although it would not cause anything: nothing changed, just an annoying message pops up, saying "spores bad"), it would block me, creating an obstacle (the same blue thing sprite, right as I would try to leave the corridor and go into a branching room.
At this point if I dare to open menu and then close it by pressing "X", the game crashes with the following message:
«Game has encountered a bug. Please report it.
TypeError: Failed to execute 'createLinearGradient' on 'CanvasRenderingContext2D': The provided double value is non-finite.
at Bitmap.gradientFillRect (rpg_core.js:1289:24)
at Bitmap.gradientFillRect (YEP_CoreEngine.js:1014:41)
at Sprite_HUDGauge.refresh (SPD_HUDMaker.js:3238:16)
at Sprite_HUDGauge.initialize (SPD_HUDMaker.js:3180:7)
at new Sprite_HUDGauge (SPD_HUDMaker.js:3061:18)
at Function.HUDManager.getRebuildSprite (SPD_HUDMaker.js:568:10)
at Function.HUDManager.rebuildSprite (SPD_HUDMaker.js:557:20)
at Function.HUDManager.setupData (SPD_HUDMaker.js:549:8)
at Function.HUDManager.setup (SPD_HUDMaker.js:541:7)
at Scene_Map.start (SPD_HUDMaker.js:1646:14)
Press F5 to restart the game.»
So, I have restarted game many times and found out other scenarios to get a crash exist. If you dare to inhale spores once: crash is guaranteed whereever you go: once you go into another location (the corridor, the pit, or you leave the pit by standing on the blue circle — the same crash. The message is the same, but on the black screen).
Finally, if you manage to never step on any trap tile, be it spores or the red circles in the pit, and you step on the blue circle: your party gets teleported somewhere else in Lilith's stronghold (she walks back and forth there, just a bit to the North), and your party gets stuck. The game forces them to go up, and they push against the wall with a girl inside it endlessly, stuck in this animation.
I really like the game to far, but I hope nobody suffers the same bug under the same conditions, you know how frustrating it can be, to lose so much progress after playing non-stop, enjoying the new game.
Thank you very much for the game, I hope you enjoy and have much fun working on it! ^^
Here is the bug which causes game to crush when Narra tries to talk to Commander and ask her for tips, by the way:
___________________________________________
############################################################################################
ERROR in
action number 1
of Create Event
for object dia_HC_CanYouGiveMeAnyTips_TIP:
Variable dia_HC_CanYouGiveMeAnyTips_TIP.obj_HumanCaptain(100185, -2147483648) not set before reading it.
at gml_Object_dia_HC_CanYouGiveMeAnyTips_TIP_Create_0
############################################################################################
gml_Object_dia_HC_CanYouGiveMeAnyTips_TIP_Create_0 (line -1)
gml_Object_dia_HumanCaptain_Intro_Draw_64 (line -1)
I hope it helps! ^^
It is very good! There are some curious bugs, but the very concepts are very cool and I like them very much!
Narra fought a dryad, and had to run, because 30 strength was still not enough to outdamage her healing, and she started nomming my character, melting her HP extremely fast. After that, if Narra would engage combat with dryad (other enemies would work normally), it would not be Narra's turn, but it would not be dryad's turn either, so we would be stuck. The only accessible action would be attempting escape through "Esc". So, I had to fail an escape attempt, so the combat would actually become possible. Then dryad would have her turn, and then there would finally be Narra's turn again.
While talking to commander, the third option in dialogue would crash the game.
And there is just one thing as proposal… I think Umami should not melt Narra immediately when asked "Would you like to eat me?". From META point, a player would approach her first, talk to her, try this option, think it is always courting death option, and would not try it with other characters, while they do have peaceful, non-lethal option. Umami currently is a strange mix of powerful and merciless boss (which in most games would be found somewhere in the end of location) and tutorial character (who are indeed found at the very start of the game and are not even "fight-able"), so, maybe it could be a good idea to disable her battle until the player beats the most powerful enemy other than her or something like this.
The game is brilliant, I like it very much. A bit more intuitive controls (I mean, some lazy players would not even know how to talk to Umami, so a little text reading "Shift+Q to talk" would not hurt), improved options for dialogue (so you don't have to wait for them to "type" themselves, so you could progress through them by pressing any button, not bound to Shift+Q after the dialogue is initiated) are sure to come, so I am really thrilled to see where it goes!
I hope you have a lot of fun working on it! ^^
I must say it is great. It is quite diverse, has nice dialogue and voice acting is actually something believable (I apologise if it sounds pessimistic, I just can't stand bad voice acting and there is a lot of it out there, so this game actually pleasantly amazes me: most of the time actors don't even try, and here it is decent).
The choices are also quite intuitive and, as far as I understand, one might survive a date even without getting perfect score by saying "no" to her offer, so it is also not too punishing: it might be harder to get a game over then to get a good ending.
I do wish this story gets expanded. I hope you have a lot of fun working on it!
I've been enjoying the games on your gallery very much! I first knew about you through your game «Burrow of the Fallen Bear». I figured, playing it, Furry Heroes must be a prequel.
I had much fun and certainly have no regrets purchasing it: the mix of story and puzzle gameplay feels just perfect to me! The only things I might find missing are
1. I agree with people who wished to interact with Alius. One more reason to be intrigued for a sequel, I guess ^^;
2. Krile visuals. We only see his face in small window, and I really hope we can see him better in next games. I like the silly bravado guy!;
3. Compared to «Burrow of the Fallen Bear»'s gallery mechanics, this game's gallery sure feels… incomplete. You've made much progress, great work!
I hope we shall see the continuation of Krile, Alius and other characters' story, as well as get more Furry Heroes lore in the future! Thank you very much for your work!
I am glad to hear that, even though things would not go according to plans you have had, you still are optimistic and excited to continue on your path as a creator! Whatever hardships and adventures your life throws your way, I believe you are the type to take it all and collect everything good this experience has to offer, turning it into new wisdom, new skills and new creations. Thus, the way you speak about studying Unity and seeking for ways to overcome complications with Rapturous, for example, makes me quite hyped about what this new experience means for new projects you might produce using this engine, be it Rapturous: Rebuilt or new creations.
I shall definitely stick with you and your amazing creativity, for it inspires me very much. Thank you very much once more for sharing your projects with us, I am looking forward to new art, game projects et cetera!
So, in case it still matters, here is what I think about this demo: I am satisfied with everything.
The feline movements now feel the most satisfying and graceful all of a sudden, while mice retain their charisma in my eyes with their new skills which makes them less overpowered. It is no longer a "non-complex" "passive ability centered" faction, which is great! Now they really have an active schtick, a racial ability!
The birds now feel more graceful too, but I feel like their wing flops should be a little sharper. Now it feels too smooth, as if they were not flopping their wings with every of, say, two flops granting you some height, but launching a jetpack or opening some sort of levitation/float device that gradually raises them in the air until it dies out. I hope you get the idea. It is alright, I guess, but it feels weird.
Great work! I hope the development is good and well and we might see new updates soon! ^^
Exceptional and inspiring! This project certainly goes into my library of small games (not in a sense of size or importance, but the way they feel while playing them from time to time for short periods). I really have interest now, that I have played it through several times, to master each faction and see all the possible endings. The cats seem to be the hardest to me: their racial ability is obscure and it does not feel "right" when using it, and their racially exclusive third level is definitely the most challenging to me. The birds seem easier, but I still had to get to know their trick and schtick. The mice are my favorite, and their queen is definitely «my waifu» in this project… I do not believe it expresses this right. Ahem… Pour La Resistance! ¡El pueblo unido jamas sera vencido! ¡No pasaran! Землю — крестьянам, заводы — рабочим, народам — мир! 为中国共产党!
I definitely hope this game gets to its 1.0 version. It is that good. I hope the author enjoys making this game, cooking new hazards, enemies and funny opportunities with queens, as much as I enjoy playing it. I certainly have a deep respect for the efforts you have made and continue to make in order to make an exceptionally good product an amazing one! Good luck! ^^