I will probably release Aground Zero on itch.io at the full launch - but it's easier to not have to manage many storefronts during early access (where there are frequent updates).
Fancy Fish Games
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I'm glad you enjoyed the game! The start button lets you load games, or start new games, so I don't think a separate load button is needed. You can delete saves (the red button next to each slot) if you want to start a new game in one of the old slots.
I did want to load exactly where you left off, but because of the way scenes are handled, it's a lot more complicated than it sounds (simple for some scenes, but some scenes have battles, events, and variables that are tough to store/load). So, I just tried to make sure there were lots of save points, and you can skip pretty quickly to choices by holding the skip button.
Just tried it in game, and it's throwing an error - I guess I never actually tried to use potions XD. I've made a bunch of changes to the original game (and the potions are already fixed there) - so I'll transfer those over and update revenant once I'm done with the Stardander demo (have to get it ready for the Steam Next Festival).
If you have version 2.1.1b (you'll see the version number on the title screen), then you have the latest version (and we're not currently planning any future content updates). If not, go to your downloads page on itch.io and you'll find the latest version there (it should auto-update if you're using the itch.io client, otherwise you have to re-download the update manually).
I'm glad you enjoyed everything so much! We had a bit of an advantage with the battle system - the core system was completed for the main game before the jam started, but we got permission from Nai to use it in the jam. But the enemies are all new, and obviously the story, characters, battle dialogue, etc.
I should probably write a battle guide for the game, as it's a little complex especially since you're thrown into the game with two older witches who already know many spells (instead of unlocking a them slowly). Each enemy has multiple winning strategies, but only one strategy is hinted at by the battle dialogue in game. I did have the feedback that the game was too hard from testers back when only what is now called Hard mode existed, so I added Normal mode - but perhaps I need an easy mode too XD.
I wanted to blend the battles and the story so that they felt a part of the game and not just random battles, and I think I got the balancing of normal just right now - I'm glad that came across!
For Farspeak, as a small easter egg, if you get Griselda to learn Farspeak (level 3 telepathy), she gets a choice of dialogue with interesting effects, instead of just being grumpy like Dianthus XD.
I'm glad you enjoyed it! I really like this battle system, although originally it was much harder (and I ended up making that hard mode haha). I saw your game Frightwood in the jam and played it because the art looked so good - and it was fun! I kind of suspected what the "treasure" would be, but the pumpkin dude was hilarious!
Aground launched on PS4 on February 11th - same time as switch and xbox: https://store.playstation.com/en-us/product/UP5223-CUSA25789_00-USAAGROUNDFULL00