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anttihaavikko

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A member registered Jul 01, 2016 · View creator page →

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Wait what!? How was there an enemy ship with no cargo?

How many cargo did the enemy have? Were they completely unable to do more than three damage ever? So unlucky 13 happens when your cargo totals up to value of 13 and it makes you miss your turn. Also happens when you roll 13 damage in which case it turns to zero instead. But there is a safeguard that breaks out of infinite loops and allows you to take your turn if the enemy can't damage you at all...

Dang, those birds be dishing out some crazy damage!

Hmm, true. I think those might need to scale up a bit with the encounter level too...

Well, you made the choice. The other crew member you didn't choose ends up on the enemy (upgraded). And this particular crew member gives them more cargo. So that's why it's so crazy second encounter.

I think I found the reason for the crash/freeze. I guess one of your crew members was "over leveled" so it tried to upgrade opponent crew to match but wasn't allowed to do so.

Which event was it (and what happened) when it got stuck?

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Wow, a big thanks for these. ❤️ Quite of lot of things that no one has noticed (or bothered to point) out that aren't even new from the most recent patch.

I think trinketinator being optional would make it too good. I kinda like having things with downsides so they pose as a choice for the player. Like in that case it would be the best choice to sacrifice Bob to get rid of that ability if your pearl effects were more desirable. I called trinkets relics in code and ended up calling them trinkets later on. Looks like some of my internal naming confusions have bled to the UI side too.

Genie event - dice is indeed coming from parsing the crew names. For the frog game word recognition, I have a list of all possible three letter words in a list.

Divine fights in the end game are supposed to be big threats and even run killers really. Allowing you to back off from it would kinda make them pointless and not scary. Guess the fight should show combinations of numbers your damage dice can roll (ie. take boost trinket into account).

It ends automatically when a (recognized) word is made. I guess the words you’ve tried were something that doesn’t map to anything. It needs to be cre, trinket or something else that actually exists in the game. 

More bugs for me to fix! 😅 Was the softlocking run any of these pictured ones? I guess the crew swap caused some kind of error and the game refused to proceed. Would help trying to solve it if I knew what you had (or even more if you'd know what they had too). More things I never even thought of really. How is the love cargo spiced? 😨

I contacted Steam and Nintendo and they both did pull the game off the store.

Thanks for letting me know about these bugs. At least these aren't anything major game breaking and should be easy enough to fix 👍

Haha, so many things I didn't even know you could do. I have no idea how you could even get a blank dice. And stealing from clam boss seems a bit busted... 😅

Dang, that’s a stacked team. It’s like the best option for all slots (in my opinion at least). Of course could still be better with special crew types. But yeah, the game can be (still) very luck reliant. 

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So basically, using the letter dice they have, you can type out a name of something and you will get it. It can be crew member, trinket or a bunch of other ketwords.

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Yup, gotta be careful with that event where you get to pick one of two crew members. The one you don't choose will end up on the next fight as upgraded version too. And yup, upgraded mate on second fight is indeed insanely powerful. It might need a bit better scaling based on level... 🤔

Wow, how did you end up with that many?

Hmm, good point. Didn't even occur to me. There is probably an fn-key that can be used to access those?

Wonder if it's trying to go infinite with those two rigged dice damaging each other back and forth... 🤔

Gotcha, thanks for the hint! Will investigate and patch probably coming later today...

Good guess...

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Needs to be exact, maybe the wording is a bit confusing there...

And what happened with the angel? Didn't it let you take your turn or how did git bug out?

What happened?

Oh damn, guess I never thought of trying how they function when they have more than 9 life on their dice. Seems like it hits the normal dice 9 max cap when healing even if it already had more than that... 😅

Yup, it will limit the first event to a subset of harmless ones that will give you more fighting chance.

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Of course I'd be able to add it in if I'm able to reproduce it. Any tips on how to reliably make it happen? And how does it crash? Does it like freeze or completely crash or just ends up working wonky? Even if the button is there on an event, it shouldn't matter really. Though clicking on sail button and some event button at the same spot might do something weird. Might be some timing issue related to looting fast ie. not letting the timers run their course. I'll have to do some investigations...

edit: Now that I thought about it some, I could even do a safety "hide all buttons" when sailing from battle to event just in case even if I can't repro the issue myself. That at least should ensure it stops messing with the next event.

Nice, you're pretty much spot on with everything mentioned. 👍

Like what? 🤔

That's not a bad idea. And especially now that I'm introducing even more events on the upcoming patch, it'd be nice to guarantee more of a "normal" event that gives you a crew member or more cargo to start with.

Of course he will. But he is scary!

100% agree! It's been by exact pain point with this game since the very first versions and I've been trying to make it less so every patch. And the upcoming 1.2.0 patch is no exception! There will be several new ways for players to have more control over the upcoming events. I'm also nudging the numbers a bit that for example the further along you go without any crew mates, the more likely it gets to encounter events granting you one. Of course these will not completely "fix" the randomness but I'm pretty positive it'll make it less of a luck factor whether or not your run will do well.

Thanks! Yeah, patch 1.2.0 is on the works and progressing quite nicely. My goal at the moment is to get it out before Monster Hunter Wilds gets released and will inevitably consume all my free time for a while.

Dang yeah, look like a bug where it's forever stuck in enemy turn but then don't do anything. Did the enemies stop moving/acting even before you had filled the whole board with them/bricks?

https://js13k.bandcamp.com/track/coup-ahoo

Thanks! It's not "from" anything. I made it specifically for this game.

They should explain it when you first time encounter them (or have a source for gaining one).

The orange ones are spice, used in trading. Other than that they function like normal dice. Blue ones are plated and can only receive 1 point of damage at a time no matter how big the roll is.

It's not always four numbers. It can be less or more depending on the progression. And there is a tiny missing details there too that makes it easier I'm not sure if you've noticed. 😜 But you've nailed what LOVE is though. The amount of it is random so might be hard to fully map out but it is always lots (less than 100 though) and it cracks when it's getting low.

It is beatable though it does require a fair bit of luck (and/or game knowledge). And of course it goes to "endless mode" after a win so it end right after beating it.

I do like to keep the things somewhat mysterious, not to the level of Isaac, but a least requiring a little bit of experimentation and player learning so that not everything is completely transparent like for example in Slay the Spire.

LOVE gives you a special cargo dice that doesn't fully show the number of it. So it can be a big damage sink but not completely show how much it can take.

Oh yeah, that is indeed quite a lot when you run the numbers like that. Didn't really think of it much when adding it and was just like "hurr durr, third of the time isn't that bad as you can actively fight against it with rerolls". Rerolls do still indeed help avoiding those dodges and I kinda like that it adds a fresh layer of required need for staying aware of the "bad" numbers. I don't have any problem with letting max level (I don't think crew can get past level 6 right now withupgraded frog + upgraded frog bard) crew members be very powerful but of course it feels kinda bad when it's used against you. The dodge crew member is always enemy one, it's an alternative version of navigator (who wouldn't do anything on enemy).

With all that math, I think you might like this upcoming event...


Aight! I'm working on the next patch, I'll see if it's worth toning it down a bit.