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Genericide

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A member registered Oct 08, 2017 · View creator page →

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The Quake Tortoise has the highest defense in the game, so to beat it you'll need a way to get around that. The easiest ways to do that are offensive items, all of which deal exact amounts of damage, or the poison and burn status, which deal a percentage of max HP. Besides those, there are other skills that ignore defense, like the "Blast" skills you can learn with tomes. And finally, though it's defense is very high, if you lower it's defense and raise our own attack enough you can deal damage that way, especially with magic.

The green key is found pretty late, halfway through the final dungeon, in a familiar-looking room that's hard to miss. There's a shortcut out of the dungeon in the same room.

Alright, let's go through these one by one.

1. The "fence north of the longest column" can be found south of Oasis, in the south-west part of the desert. There's a screen with four columns of plants, the longest of which is four plants in a row. The treasure can be found next to the fence, straight up from those four plants.

The "Dead end, right of stairs" is at a maze in the south-east part of the desert. The maze is spread across four screens, and the treasure is in the top-right screen, the one you enter the maze in. It's one tile to the right and one tile down from stairs.

2. In the Oasis Church, on the second floor, there's a room labeled "Tivelian Altars". One of these altars has a basket in front of some bottles, where you can place various drinks. Select "All At Once" when you have a Bristleback Beer, Tivelian Ale, Oasis Special, Gut Buster and Fine Wine in your inventory. It'll take all those drinks and give you Nectar of the Gods in return.

3. First you have to pay Rich Goldman before he'll even speak to you. Then he won't continue unless you have enough of certain expensive items in your inventory or equipped. Any item or equipment that has "gold" in its name counts, and others that also count are: Diamond Ring, Stylish Cape, Top Hat, Bottle of Korenta '54, Stone of Brisk Breezes, and Venom Apple Juice. Each item should show unique dialogue if you have it, including Dirt Figurine which I didn't mention because he actually counts it against you as a gag. You don't need all of these items, and can be missing several and still get Rich's approval. The reward is a unique shop.

4. The paper in that room has a note that says "spell lock: 2:00, 8:00, 4:00, 10:00", which is a hint that you can interact with objects in the room with those positions on a clock. Check the shelf in the top-right, then bottom-left, then bottom-right, then top-left. When you do a noise will play and the pot will open. Check it for some items.

Happy you're enjoying it! If you want to progress past the sliding ice puzzle in the Deepest Dungeon, start from the top of the carpet then move as follows: Right, down, left, up, left, push boulder, left, up.

While I'm looking at it, if you want the treasure in the same room, you'd start at the same place and instead move: Left, down, right, up, right, up, left, up, right, down, right, down, right, up.

Hope that helps. Thanks for playing!

Glad you're enjoying the game. The upstairs puzzle has a note with hints like the others, but it's pretty complicated so if you just want the full solution it's as follows:

You need interact with objects to pull their cords in a certain order, indicated by what's on the bedroom wall. Check the flower pot, the book on the table, the lady's dress, the sacks, then the man's coat. The objects are all in the bedroom except for the sacks, which are in the hall outside.

When you check the last object, the top drawer in the bedroom opens, which contains doll parts. There's a doll manual in the hall bookshelf with hints on which parts to use, the correct combination being green eye, pale arm, and heels. This gives you a key to open the bottom drawer, putting out the fireplace and letting you escape.

Thanks for playing!

If you're referring to the switches in the first room of the Ancient Ruins, you can examine the text next to the door to get hints. If you just want the answer, you need to press the top-right, top-left, and bottom-left switch. So those three should be down and the other three should be up, then you can enter the door. Thanks for playing!

I've pushed an updated version 0.9.3 with the deepest dungeon bridges fixed. However, I was unable to reproduce your bug with the Poofems encounter at the volcano fort entrance. Every variant of the event I've tested increments the quest variable and has Poofems appear at her next location in the Mystic Island jungle. In a similar vein none of her dialogue suggests she's in a house to the northwest. It says a jungle on an island to the north, perhaps that's where the confusion is coming from? I've tweaked the dialogue to make that slightly clearer, but otherwise the event remains unchanged. If you still believe the event is broken and have any further details please let me know. Thanks again for the feedback!

The mirror is related to riddle number two, whose code is written on the wall opposite the mirror. The clock is related to riddle number nine, whose third number is the time it's stuck at. Good to know which ones are causing the most trouble, thanks.

Thank you so much for all the feedback! Some of the things you mentioned, such as the steal command missing a file and the game getting stuck when entering the witch's tower, have already been fixed in 0.9.2. I've identified and fixed the deepest dungeon bridge problem. Within a week or so, once I get the time to investigate the Poofems volcano issue, I'll upload a new version 0.9.3 with those fixes as well. Though I can't guarantee other changes I'll keep your balance feedback in mind for the final release. Thanks again, I'm glad you enjoyed it!

He should've given you a key item called Rail Clue Sheet. Using it will give hints on where to dig in the desert to find the three pieces of the map. All three are in ruins in the desert, so look for screens with broken walls and tiles, then use a shovel in places that fit the clue sheet's descriptions. Once you have all three map pieces you can return to Rail outside the inn at night.

Thank you for playing! It's been helpful to get some feedback. As for those cheating items, there's no consequence to using them. It's more of a recommendation, because when the final version of the game releases they'll take the challenge out of the last couple hours. I don't think I'll remove them in the final version though, consider it a reward for finishing early.

Speaking of which, the ending is planned for release by the end of 2021. I'm the only developer and have a full-time job, so it'll be at least half a year. But as soon as the final version is complete I'll upload it here, so keep an eye on this page this page next winter.

The Quake Tortoise is found in the mines south of the desert. There should be a path in the desert you can follow to the entrance. In the first room of the mines head to the right to reach the Tortoise's lair.

The levers in first room of the ruins should be flipped if the carving matches all three of the phrases Viklund (green-haired man) says. I've made this dialogue a little clearer for future versions. If you just want the solution, it's flipping the middle-left, lower-left and middle-right levers. Make sure those are the only levers flipped on. Then the trap on the door will be disabled.

The boat is given to you as part of the main storyline. If you're not sure how to progress that story, the most helpful place to check is usually the Oasis inn.

Regen Vials are dropped or stolen from Goop/Ooze enemies in the abandoned library and volcano fortress respectively. They can be purchased at the item shop after you do a quest to upgrade their inventory, though this requires a boat. They can also be crafted at the alchemy shop in the witch tower if you find the Healer Recipes, which are in a chest on the western bluff. It's also valid to put the quest on hold until later, as there are some chests in higher level areas with them.

The decorations on the wall show which strings you should pull in what order. Interact with the flower pot, then the book, then the dress, then the bags (in the hall outside), then the coat. When you've interacted with them in that order the drawer will open.

The drawer is what opens after you solve the string puzzle, whose order is indicated by the objects on the wall. When you pull the last string it should say you hear the drawer opening, but I also included a sparkle animation in the new version to make it more obvious.

Patch 0.9.2 is live. All issues related to stealing should be resolved, but if not let me know.

Thank you for catching this. I believe I know why this is occurring and will look into fixing it and releasing another patch. I don't have time to do so now, but look out for v9.0.2 within a day or two.

The second floor of the witch tower in Oasis.

I'm assuming you're talking about the boss at the end of the snake clan cave? If so the treasure in the last room is decorative, you can't take it because it's stolen from other people. The characters should've suggested you go back to Oasis to report it, after which you'll get a reward. I'll consider making this clearer in future versions.

I found the bug and reproduced it, then tested a fix which resolved the issue. All platforms of the game have been upgraded to version 0.9.1 with this new fix in place. You should be able to download the appropriate files then simply move your saves into the new folder and continue playing. If that doesn't resolve the issue let me know. And thank you for finding this bug!

There are three fake books you can take off the shelves in the house in the woods. You need to place those books back on the shelves in a different order. Place the light yellow book closest to the mirror, the red book on the middle shelf, and the dark blue book farthest away from the mirror. After that the books will lock into place, and examining the mirror will give you the next piece of the puzzle.

Would you be able to tell me what specific dialogue was said right before the game froze? I'm trying to find why it would freeze at the witch tower but any further details would help. Thanks!

As for the lonely cactus for the bandit clan quest, search the central desert for a screen with only one cactus. If you head to the top-right/northeast of the desert, where there's a cave entrance, the lonely cactus is one screen to the left.

Thank you for the constructive criticism, it's much appreciated. If you don't mind me asking, what do you feel the current menu is lacking? I understand your other criticisms like the icons, just trying to get as much info to improve on as possible. Best of luck to you as well.

Thanks so much for the feedback! Just to give credit where it's due, the enemies use some freely available art by Thalzon. If you're interested here's a link: https://forums.rpgmakerweb.com/index.php?threads/thalzons-mv-battlers.46685/.

And thanks for the suggestion. You're right in that was something I had thought of if only I had more time, but it's good to know it's something people would want.

The first thing I like about this is it clearly has its own style. Though it made me smile, it wasn't incredibly hilarious or emotional. But the writing and tone felt unique in a way that a lot of other games don't manage.

The second thing I like about this is how it wrapped things up. Plenty of game jam games don't reach the end, and if they do it often feels rushed. Here we not only got a decent conclusion to the main story, we got little epilogues for all the minor characters as well. That's something I really appreciated. 

The battles were pretty standard and he whole thing was pretty short. But it was a simple story that accomplished what it set out to do and I'm glad I spent time on it. 

I had fun with this! The scavenging-and-upgrading gameplay is pretty appealing and the low numbers really let you feel the upgrades early on. The high difficulty at the start also helps with this, giving the feeling of slowly clawing your way into more difficult areas.

The biggest downside for me was combat balance. It starts out appropriately challenging, but it kept getting easier and really dropped in challenge at the end. Magic is extremely powerful and regenerates quickly, and the final weapons that give an extra hit are also pretty broken. I don't necessarily mind breezing through enemies, but I wish there was an optional boss or something so it didn't feel unnecessary to unlock the best gear and party members.

I had other minor issues, but they could mostly be explained by the short development period (stuff like skills/items with no descriptions, small number of areas, and an abrupt ending). It was still fun overall. If there were a sequel or similar game made in the future, I'd play it.

I'll echo what others said: This game is very pretty and has good atmosphere, but the combat is slow and unbalanced. In addition to re-balancing the enemies, I'd recommend starting the player off with either some skills or some gold to buy skills, just so everyone has more options than spam attack. The combat music also gets a bit repetitive, though that's a smaller problem.

Lastly, I encountered a bug when playing. When I'm in a dungeon and try to teleport out, I get the message "TypeError  Cannot read property 'stopSEmittance' of null". I get the same message when in trying to re-enter the dungeon from town, and only starting a new game fixed it.

It's not very fun now, but I'll probably come back later as it has a promising start. Good luck!

As others have said, this is a great game! I enjoyed my time with it, but unfortunately I just encountered a game-breaking bug:

In the Fire Temple boss room, if you beat the boss then exit the way you came, the last door no longer leads to the ring room. Instead it leads to a room on the other side of the dungeon. Similarly, if you leave the ring room the way you came, it takes you elsewhere in the dungeon. Doing either of these things means you can never get to the ring room, which presumably means you can't beat the game. My guess would be there's a second copy of the boss room with no boss in it, and that one has the wrong transfer event?

Leaving the temple doesn't fix the issue. Exiting the game doesn't fix it either. This is a problem, as I exited to write this comment forgetting that the game auto-saves and has only one slot. On a related note, is the single save slot a necessity or stylistic choice? I'd prefer multiple, personally. Good game and I may start over another time, but obviously the glitch is a bummer.

Thanks for playing my game, and thanks for spotting this bug. It's a sadly simple problem, the released version of the game is missing a sound file played only when you flee/escape a battle. Unfortunately as I understand it you can't upload any changes to a game, even bug fixes, until the judging period is over. In my own testing the prompt stopped if I exited the game and re-opened it, though it reappears if you try to escape again. If you don't want to deal with closing and re-opening every time you run, I completely understand. Thanks for the comment, I'll be sure to play your game later.