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aura-dev

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A member registered Jan 03, 2021 · View creator page →

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Difficult to give advice without knowing your exact setup; all I can recommend is probably to double check if you set everything up like in the Template Game.

The global save file is missing / got recreated as a blank. Could you describe how old your saves were, what you did before that etc?
Did you perhaps try migrating your save folder without copying that?


To work around your issue at hand:

  • Make a backup of your save folder
  • Save in a save slot you want to later load from
  • Copy&Paste the fitting save from your back up save folder into the game's save folder

It will initially show you the wrong meta information but if you then load from that save, it will load save you copy&pasted over.

Just copy&paste the /save folder

If you purchased the game for at least 18 USD, the full version should unlock.

Otherwise you need to contact itch.io support.

Dependencies:

  • thirdparty/PluginCommonBase
  • auramz/backlog
  • auramz/TLB_SKABase
  • auramz/TLB_GradientTextExtensions
  • auramzui/TLB_SKAUIBase

Main Plugin:

  • auramzui/GBC_SKAMessageWindow

If you want to reduce dependencies, e.g. removing the backlog feature, you would need to edit the main Message Box Plugin. Hope it work!

Saves are transferrible between demo and full version. Just make sure to copy your full save folder.

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The author has sadly been away since some months now and it seems they(?) deleted their walkthroughs.

https://wiki.starknightessaura.com/en/Quests/reverse-summoning-ritual

Hm, I think there might be a problem here actually. So, one way to defeat Dolus is to make his claims naturally true (making his lies backfire). For example, by turning on Offensive Stance. However, on Story difficulty he's just too weak for that. The reverse holds true on Nightmare.

I will be making a balance change for the next patch to multiply the damage threshold with the difficulty stat modifier. He would then only deal 125 damage on Story mode and if you can raise his natural damage above 125, his book will explode.

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Uh, I don't see why you wouldn't be able to download the latets version. Note that I'm just a seller on the itch store so I can't give direct support, but if you paid 18 USD, itch should memorize that and unlock all downloads that have a 18 USD minimum price.

You can rewatch all the scenes you missed in the Recollection Room (use the Clear Gem).

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For a moment I was worried that I had accidentally deployed the SFW version but I downloaded the latest build and it all seems to be there.

Could it be that you maybe accidentally turned off the Adult Content option in the Options Menu?

Definitely needs more information. Which blue haired girl?

Says it has been deleted.

Easiest to post your save to help you. Otherwise it's impossible to tell.

The ending is currently in the patreon exlcusive 0.46.0 prerelease only.

(Which also has the increased submission from repeat sex)

Which version are you on? Idealism should at the latest point reach 0 through the third stage of the Richard Submission Repeat Sex (Up to 45)

You are welcome to post any questions in my main Discord (I copied over the contact info from my main game page into the page description), but I ignore most DMs because of large amounts of spam.

Use the Clear Gem you can pick up at the Abandoned Shrine

From Combat to Status effects, there are many wiki pages that could use your help!

https://wiki.starknightessaura.com/

https://wiki.starknightessaura.com/en/Status#Willpower

It means the autosave that happens to get triggered immediately before the crash is definitely corrupted.

For saves during the scene, it's a bit unclear, as the RPGMaker logic for updating scripts of ongoing scenes in new versions is not quite clear.

Thanks for reporting. Will be fixed in 0.45.0. (Autosave states at the crash itself however are sadly already corrupt)

No, there won't be.

Probably not. I am debating having it on the final CG on corruption path but not sur.e.

Hey! Making Linux Builds of modern RPGMaker games is actually really easy because the technology behind is basically just an HTML5 game opened in a chromium window. Just need to replace the windows binaries with the Linux one and it auto works.

As for feedback, since the 1.0 version of the game is going toward the finishing phase with only half a year of dev time or so remaining, low-hanging fruits that can be tackled within that remaining time frame would be the most useful.

Windows 11. But I am playing on a Laptop with relatively little RAM so I would guess that could somehow be related.

1. There doesn't seem to be a way to save during a campaign. My last game crashed while trying to tab out so trying to save regularly for the second attempt but I don't see a way to do so.

2. Is there a downside to chopping down all the forest tiles in the first mission? It takes a lot of turns and is kind of a pain to do but it's free resources and I'm not seeing any immediate downsides.

3. I like the extensive enemy summaries with all the fluffy details.

4. I see. Gold gets reset between Campaigns? Did I miss the hint for that? But them again you still gain a lot of exp for chopping I guess? Chopping woods is really not enjoyable. Wait level also resets?

5. The sign in the winter area just makes a sound but doesn't show anything.

6. It's cool that you can chop signs.

1. Not sure which engine this is but having to install.´.NET runtime nearly made me skip the game.

2. I accidentally pressed Enter when choosing my element. No item was highlighted from the choice, so not sure which one got picked. I suppose Fire?

3. Would be nice to know what the elements do at selection time.

4. For dialogue I am always in favor of supporting CTRL to skip.

5. Something is off in the dialogue formatting. You can somtimes see the last word(s?) on a line flickering onto the next line.

Was fun enough to play through the demo. Without money/shops implemented a bit hard to judge in terms of progression. I liked planning out some turns to get characters into good ranges for AoE skills.

Soulful.

1. A lot of the tutorial windows popping up all over the screen with the messages and everything can be a bit hard to follow at times.

2. I tried closing some windows in the tutorial but it didn't work, I suppose because I needed them for the next step. Maybe a sound effect that tells me I can't close them right now would be good.

3. The trigger condition for the stat tooltips in furniture is a bit finnicky. It only seems to trigger if I hover over the bottom left part of the icon. Upon further playing, this seems to extend to most items?

4. I don't feel like I understood crafting and recipes.

5. In general, a lot of the input acceptance confuses me. I sometimes try to drag and drop an item but it doesn't perform a drag action. Double clicking seems to fix it but I don't remember double clicking an already open window to be necessary.

Since there is only about half a year of dev time left, probably the most useful feedback is anything that identifies low-hanging fruit for things that just kind of feel out of place / incoherent.

The current estimate is January.

I'm the main developer and then are various freelancers supporting me. Currently the 2D artist, an assistant RPGM dev, an assistant writer, and a pixel artist.

Verdeaux Brothel

You also need to get to know Albrecht and Nadia by doing Lost Engagement Ring.

https://wiki.starknightessaura.com/en/Quests/slimy-oils

There isn't really any Yuri content.

Definitely no.

So first of all, great music and atmosphere. I won't repeat what others have said here since I think you already know that you're good work in this direction.

1. The loading screen at the beginning is definitely too long. You have to find a way to cut it down or question using blocking preloading at all. 

2. When you open the menu/save/etc it briefly flashes the default RPGM BACK button. Seems like a visual glitch. I also notice the TOUCH UI option is there but mouse/touch support seems to be disabled ingame. Might want to remove it.

3. Always Dash seems to be by default OFF. I did a poll once with my playerbase and 90% always turn it ON. I would recommend setting the default state to ON. (Not sure if you even need the option)

4. There are some strange collision glitches. Example:

Feels like you should be able to move right here.

5. There seems to be a battle speedup plugin in the game but I don't seem to be able to trigger it. I use CTRL with in the OPTIONS menu configurable skip speed in my game and it's probably one of the most impactful QoL features for many of my players.

6. I liked the flavor items revealing hidden abilities  on the cards.

7. Level design wise I felt like I was supposed to figure out the Rope section before fighting the "powerful enemy" (I assume that was the boss fight with the paralysis enemy?), so I ran around quite a bit to try and solve that puzzle, thinking maybe the flesh hooks or something could be used. Going into the Hospital to get Rope seemed a bit weird to be, maybe the design here could be made clearer.

I played until that part. Again, great work on the music and atmosphere side. 

You need to activate External Save Directory before upgrading.

It's based on the average playtimes as obtained from the game statistics.