The link doesn't embed to the right time but at 10:36:31 is probably the best time to hear it. (Please ignore me being slightly irate at this point)
Event started sometime before 7:40:57 and "ended" when I made my character die at 10:41:11 to end the three hour nightmare.
I also tried to track down the noise at some point but had no luck, and with in the three hours I did look out the window, use the computer and go on top of the radio tower.
EditDotEXE
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I'm on day 23 of the story mode, and an event that makes a weird "woooooh" noise from right ear to left ear, has been going on for a full hour and a half, I'm going insane, I want to save my game, I don't want to lose my progress, I've also had this happen before.
If needed I have video of this since I stream it.
Not game breaking but gives a constant, "fuck do I have to revert to when I last saved, is this the event that doesn't end?"
Update: It still was going an hour and a half later. I tried to find a signal that might force save my game, but gave up.
There is a visual bug with terrain where there are two different versions of the terrain at steep corners such as at the base of a cliff or next to the river which it swaps between when you use the zoom feature, I noticed the version of the terrain when you are zoomed in seems to represent the real terrain as it's how your character interacts with it and aligns with the fences along the river. This also leads to being able to look through the map while not zoomed in at some spots.
A bit confusing. Not really sure what you do in the first game, I got it to shoot blackholes one time but couldn't figure out much else.
I can see the second game you have to click when the loading symbol is at a certain spot, but can't figure out any logic to which it should be.
Last game is a lot of fun, though the power up that reduces sand doesn't seem to work as the sand just goes back up immediately after collecting it.
Very cool game, looking forward how you expand onto the game.
As Aniraster mentioned, moving the camera up and down would be nice and being stopped by the landing animations is a bit clunky.
There is no coyote time, which isn't really bad, but people will probably think they aren't jumping when they should since people are used to being able to jump a with coyote time.
I'll also mention it is really hard finding all the energy orbs, last time I played I got to 1.98, but could never find the last orb, it might be nice for a small hum from the orbs to be able to find them all (either constant when you are with in a range, or only when you hold a button.)
The clothing is organized based on when you pick up each item, it would look better if it organized as you got it (so for example jester stuff would always be at the end, and no matter how you pick up the hair styles they would be in order by number.)
For expanding on the idea:
More hair colors would be cool.
A dive that lets you fall faster but go further would help vertical movement, since you don't really go faster at all vertically as you gain more energy, and it feels slow by the end.
Having different ways to move, for example some wingless race that uses energy to jump (Kind of like jump king) could be fun, but not something to focus on since it could be feature creep.
Bug:
As you can see in the video (near the end), if you spam space a bit you can fall much slower, and if you can spam it like crazy (I used a script) you can even get infinite flight as you have a small chance to jump when you press space in mid-air.
Got to 16 streak, level 9
Pretty interesting, I'm used to the type where it's the same pattern that adds 1 step each time.
I will say it's a bit slow, it would be nice to see the pattern faster and for the blocks to turn off sooner for patterns that use the same color close to each other (since it can slow down the process of pressing them if I have to do something like "Green, Purple, wait, Green." or "Green, wait, Green, wait, Green."
Oh this is purely just a suggestion response, but I think it would be good for you to avoid square zones. A zone that has some walls breaking it up will make it much more interesting and make the area feel bigger even if the walls take some space, if you add elevation changes to the ground it could also add a lot, either making it so there are areas too steep to go up, but you can get down, or even just having areas were you have a vantage point to look down from. As it stands now you would just beeline to where ever you want to go in the zone, or to the exit to the next zone with just a bit of regard to where the mobs are to not run into them, (unless you are going to go through an exit then agroing them doesn't even really matter)
In the same vein the dungeon kind of is a bit too repetitive. There is a entrance to the floor and an exit to the next with a long hallway in-between. Making it so it isn't just a straight hallway and having unique floors could add a lot, for example having some kind of fountain room part way into a dungeon that works as a small rest area.
Speaking of the dungeon it would be cool to see some kind of skill to check for traps or maybe some visuals to hint where traps are. Right now traps aren't punishing at all since just moving keeps them from hurting you, but I can't really suggest making it more punishing when there is no way to really avoid the traps.
No problem, I'm happy you apricate it and it's a good sign too.
I'm looking forward to the update, and also the quests you added were yummy, I ate all the quests.
More of a future thing but it would be cool to see different looking magic circles for different magics later on, and more magics too. It might be interesting to have a basic spell, like fireball, for each element. Also the barrier magic in town is cool, wonder if we will get a barrier spell later on.
More Bugs:
If you have a weapon out and go to another area, your "no weapon out skills" don't show in the new area until you take the weapon out and put it away again.
There are some dialogs you can just walk away from, for example after assessing your magic aptitudes you can leave before all the dialog is said, same with the conversation with Nick. You can also change directions during the One chat, which messes up the yellow magic circle that shows up when he sends you to the trial.
Dashing can push you through walls if you do it right against a wall.
There is some Z fighting with the textures for the clothing and the body texture underneath, while it partly seems like a limitation with what you are using, you could still have something that hides the body textures where they aren't being shown, for example if the chest is a separate texture and the player is wearing a shirt that fully covers it, then the body texture could be turned off since there is no way for the player to be able to see it (outside of z fighting or clipping the camera into the body).
Breaking crates give a decimal number of coins resulting in having something like 1000.832002896 coins.
It's inconsistent what knocks you down for walking into it when you are in walking mode, for example the interior walls of the blacksmith knock you over, but the interior walls of the rented houses don't, anything that doesn't knock you over for walking into it is really easy to clip through and walk past.
Really cool stuff, a bit rough around the edges. I've made a list of gripes and bugs I've found, don't get me wrong, I think the game is really cool, it's just that there are a lot of bugs and such.
It would be nice to be able to use the race change scroll to turn back into human (would mean going from any advance race to a different advanced race would take two scrolls)
I like the perma death, though with a game in beta it can be tough when a bug results in death. It's also a bit tough when skills and such don't have tool tips, and having multiple skills/spells of the same name adds onto that problem. Also no tooltip for what different stats do.
A big example of having to make choices based on no data, that often mean making a new character, is the choice between three boons One gives you, and changing races also gives boosts you can't know before choosing.
It's also very hard to tell if a NPC is talking about something that exists in the game or is planned to be in the game, for example the mist swamp, the thing One mentions about dungeons and I'm not sure if Nick coming back after level 5 is something that hasn't been added or if I'm messing it up by leveling past 5 before I come back to town. Also not sure if there are any more areas besides the dead forest, outside town, in town and the dungeon.
It would be cool to see the terrain have some elevation, though trying add depth to an area could be hard since it's just you working on the game.
The movement is pretty stiff and some times I wish the direction the player was looking was locked to the camera with the moment to the sides were strafing.
Also wish there was an AOE spell, but that would end up making mages just better at grinding with how the game is right now.
As TechnoBen said, the camera is a bit hard to control, I think this is because it's set to be a certain distance away from the player and when they go against a wall it will push the camera to the side instead of moving closer to the player, it also seems to be some kind of physics object instead of having the perspective shot out as a ray from the player (to make sure it isn't behind a wall), also it's a bit annoying that you can't change the up and down direction of the camera by much.
I also love concepts like magic affinities, but when you have a chance to have (all?) four of them, it leads to people, like me, making a new character till they get the best result. It's also weird that the only place I've learned about what types of magic there are is when he tells you what magic affinities you have, so there could be a water affinity and I have just never seen it.
I saw you mention that you personally set up the adventurer guild quests, which is cool, but it could also easily be set up to automatically appear overtime or every 24 hours.
Bugs/Etc:
Pressing Q moves the player forward by a certain amount (which seems to be more the longer the game runs) seems like a debug movement tool left in the game.
First character I had ended up dying on the 8th level of the dungeon since there was no door to a 9th floor and the door back to the 7th didn't seem to work.
Lost another character to the golem protecting the dead forest, but not from getting in, but after I left the forest and it had killed me by the time the area loaded in.
Not sure if you're suppose to be able to get like 5 red prince swords from the trial One puts you through.
If you beat all the slimes in the trail it is very easy to end up dying by the wasps before you are scripted to stop taking damage around 50hp resulting in dying to the trial and making a new character.
You can change the direction of re: phantasm after you start to cast it, right before it shoots out, which honestly I think would be good if it was a normal thing added.
Can just walk through the side walls in the dungeon.
Starting to walk and tabbing out of the game (like changing to a different tab) results in the player moving without checking if it's going through walls, eventually leading to going out of the map.
After recharging my mana at the stone in town I went outside the town and my mana was set back to near empty.
When you harvest plants or open chests you are set back to walk mode, but your character model still looks like they have their weapon out (if they had it out when they started to interact with it).
When you level up your weapon unequips.
The demon inside the dungeon does not agro from magic attacks, only from getting close to it.
Magic just flies over eaters at some ranges. (I'm also not sure if re: pantasm is suppose to always miss when trying to hit ghosts and slimes.)
When you got to sleep in the area outside of town and get out of the leafbed, you get teleported inside of the hollow dungeon entrance (with the fake tree and fake iron ore)
Also shops don't let you sell items of the same type you are wearing, so if you have a wooden stick equipped and want to sell your other 10 you have to unequip the one in hand first.
I don't think so, but with the nature of the game being connected to a language model, theoretically any topic could come up.
The NPC wasn't referring to any specific day or person, and most likely incorrectly said today as they are simular sayings.
It itself doesn't even know the color of it's hair, but can easily act like it knows if you mention it. So if you ask an it how it knows something it will most likely give some weird excuse, and belive itself that it knows. Like how a psychic does cold reading in a way.
I would avoid topics you aren't comfortable with, and if it seems like it's mentioning a topic you don't like, don't give it more details, and change the subject.
If the NPC says "I know you love fruits" a response saying "How did you know I like Kiwi" will (most likely) result in it acting like it knew, while responding with "I don't like fruits" will (most likely) result in a response saying they forgot or the misremembered.
Hey Dev, something that might not be too hard to code, but could add a good bit is two things.
Add multiple "scenarios" to select at game start, could act as difficulties too.
For the second thing, I'm not sure how hard it would be to add, but a save option (Not sure if the Chat GPT API has the option to take a save state of the AI at a certain point though) in case you get a good spot and want to mess around with that state.