Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Alsee

7
Posts
1
Topics
A member registered May 09, 2023

Recent community posts

(1 edit)

I disagree about the Aristocrat, I find it to be an excellent pick. Taken in the first round it nets you $2 profit, second round $1 profit, third round free, and in 4th round it's effectively a $1 purchase. However the real key that makes it worth it is that it's a useful target for interaction with other characters. Not only can it be a target for "flip to guilty" it can soak up a "flip to innocent", it can set up a contrarian, it can be targeted with "repeat that effect", and more. There's great utility in a "free" character to shuffle around.

Aside from that, I game the game is cool and way too short. I've won trials ending with $18 dollars in profit, or even 17(!) innocent votes on the final round (two aristocrat, two twins, two sheriff, a jockey, with aristocrats fueling quite a few store refresh), but the game runs hollow quickly because no progress carries over from trial to trial. Tons of potential to expand the game there.

Do not waste time trying this. The concept was interesting, but development stopped at 48 hours before reaching meaningfully playable game.

It is possible to adjust the aim, fire shots, and kill the stationary target, but there is no "game" beyond that. Also trying to move the wires is painfully buggy. I had to alt-tab out and manually terminate the game several times before managing to get the wires to move as desired. There doesn't appear to be any proper way to exit the game.

I understand this was a gamejam with little time spent on refinement, but OUCH it can't get much worse than spending ten minutes flying around lost on an apparently infinite empty map with a useless blank radar and absolutely no way to find an exit to sector 2. Either my Sector 1 has no exit portal, or it's unfindably lost in space. There was no in-game way to escape this trap, there isn't even an option to quit and return to menu. The only way out was to use browser controls to close or reload the page. I can't believe only one other person has mentioned this simple and catastrophic failure mode in the game.

It crashes when I try to upgrade the basic tower, and none of the non-upgraded towers do enough damage to kill an entire wave.

(3 edits)

I'll post screenshot separately, I had to crop it because itch.io complained about the size. I'll try to summarize what appear to be the key console points. Console starts with what appear to be non-notable warnings, but I see what appears to be the game itself outputting the same issue twice and I see two red browser errors. At the beginning we have creating game record... game-record.js:52:10 Cannot create item in table: Shields with level: 2. Defaulting to Main table 2 item-generator.js:112:13. No red error from that. Later on we have creating game record... game-record.js:52:10 Cannot create item in table: Shields with level: 1. Defaulting to Main table 2 item-generator.js:112:13 Generation Time: 395ms level-generate.js:64:10 Gained Level: 2 - -35:0-30 player.js:2059:10. This time it does appear to have triggered a red browser error Uncaught TypeError: this.callBack is null, but the game continued with no apparent problem at the time. When we get to character level 6 and this sequence:

TheSunlessDesert:4 - 6:19 level.js:220:10

Object { x: 27, y: 34 } status-effect.js:229:12

x: 27 y: 34 <prototype>: Object { … } __defineGetter__: function __defineGetter__() __defineSetter__: function __defineSetter__() __lookupGetter__: function __lookupGetter__() __lookupSetter__: function __lookupSetter__() __proto__: constructor: function Object() hasOwnProperty: function hasOwnProperty() isPrototypeOf: function isPrototypeOf() propertyIsEnumerable: function propertyIsEnumerable() toLocaleString: function toLocaleString() toString: function toString() valueOf: function valueOf() <get __proto__()>: function __proto__() <set __proto__()>: function __proto__()

Uncaught TypeError: char.type is undefined

getTileColor []ui/ui-map.js:182    refresh []ui/ui-map.js:98    death []character/npc.js:993    takeDamage []character/character.js:9...    spikeTrapActivate []entity/object-funcs.js:9...    stepOn []entity/object.js:178    onEnterTileBase []character/character.js:5...    onEnterTile []character/npc.js:759    finishTween []character/character-body...    onUpdateFrame []character/character-body...    updateFrame []character/character.js:2...    updateCharacterFrames []character/character.js:9...    update []game-loop.js:77    update []phaser.js:31268    updateLogic []phaser.js:38313    update []phaser.js:38251    updateRAF []phaser.js:67700    _onLoop []phaser.js:67682

After that a bunch of warnings are spit out (the first being Unknown property ‘src’. Declaration dropped) and the game goes completely non-responsive.

(2 edits)

Game locked up, unknown cause. I'll report as much as I can

Sunless desert 4/4 [66:35]

Seed: 63238708737

X:19 Y:20 T:1683, FPS:58

Necromancer, HP: 35/35 MP:1/7 FD:12/20 SP:2/2 experience bar shows 6 over 68%. Strength 10, Dexterity 10, Intelligence 14. None of this batch of monsters had yet reached the player character.

Equipped weapons are 8 damage red-blade ax which I hadn't used (I think it charges up for a heal effect) and a 10 damage enchanted +1poison wand (I believe the starting wand). I had a ring +1 SP and I think(?) a glove +1 defense. I also had an unused spell for blood portal, and an also unused skill (I think sprint) that could move me three squares.

I had recently opened the right glyph door releasing monsters on the right top and left. I had two summoned skeletons fighting green-and-yellow snakes on the right, they look like cobras. A green monster with large white chest and 47 health had also engaged my skeletons. I cast a 13 square poison cloud at the monsters on the left - these are yellow with a grey-claw-tip arm reaching up left - I think(?) they had wings but it's hard to see now through the poison cloud.

I remapped a lot of the keyboard keys, Q up left, W up, E up right, A left, S pass turn, D right, Z down left, X down, C down right. I had to remap a bunch of keys that conflicted with those key maps.

Sequence of events: I opened the glyph door then started running down left. The skeletons engaged the right side enemies. Running down left I cast poison cloud on the left side monsters. I think it either locked up right after poison cloud was cast, or it locked up when I tried running further down left. That's all the info that's either visible or that I can remember.

I speculate the issue is most likely related to the monsters fighting my skeletons, with the monsters in the poison cloud being an obvious secondary suspect.

P.S. On other minor note, on my run through I twice held back on spending a skill point. I saved a point to immediately buy poison cloud when Int reached 12, and I think I saved a point to immediately buy Poison cloud II when Int reached 14. I think an attribute potion helped me reach Int 14.