sorry about that! i ended up developing some painful feelings regarding this game, so i decided to take it down for now
Giftfox
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i'm really glad you got to have that kind of experience with it! i'm happy i got to convey a little world that holds a lot of wonder, even if it's not apparent at first, and figuring out unique ways to do that throughout the game was a very fun process. i definitely love games that are just a calm and quiet vibe hehe
omg thank you a lot! i'm so glad those experiences came through. i felt very excited about the dragon section, i really hoped that it would elicit that "oh no......oh!" feeling. i'm really glad also that the puzzles and environment were understandable for the most part, i find it really interesting to tell a story without words! it feels cool to be able to do that for this
hey, so i've been looking into this a lot, and coming up with not much, unfortunately. it doesn't happen on my end, and i don't get any errors while testing, so it's hard to say what's going on. i thought it was an issue with nvidia graphics cards not playing nicely with godot, but that might not actually be it? i'm kind of stumped. you could try updating your graphics card's drivers if they're not already, but other than that i don't have much info to go off of
well that's frustrating, and explains why neither version works. i've been building my projects under compatibility mode, which to my understanding uses opengl3, and it's fixed issues in the past, but if even that's not working anymore, that's...annoying.
as a last ditch effort, i've uploaded a new testing copy using a previous version of godot that's worked in the past. feel free to give it a try
hey i really appreciate that! i definitely want to address the difficulty curve if i expand on this. i agree there's a lot to take in and it would be nice to give the player a smooth intro into the experience and probably find a way to challenge them without reverting their progress every time they touch a hazard. thanks for the feedback!
oh lemme clarify, the bug was that struggling stopped the hazard from progressing at all, and the intended scenario is that struggling speeds up how fast the hazard progresses. there was an issue with timers that made it so the hazard's progression timer would never end, basically, so the first "step" of the hazard animation never finished and you'd just stay there until you stopped pressing buttons
thanks a bunch! content is definitely something i would love to expand on if i continue work, and the idea of unlockable rooms is a big one for me. i would very much like if cherry's friends had more of a presence outside of cutscenes too. i like the suggestion about different hypnosis content! that's something i hadn't considered much and it would be cool to see what else i could do with it!
oh wow thanks for the feedback!! the point about the all or nothing style is really good to know, that's something i hadn't even considered - i tried to stress that not succeeding was okay, and i think that probably made it easier for me to miss some polish that would make the challenge more engaging. i would love to evolve the gameplay in some way as the game goes on (i had an early thought about unlocking different floors with new mechanics but didn't have time to put all that in!) and if i continue with this game i'll definitely keep that in mind!
thank you! in terms of hazards and suggestions there isn't a ton (just the three hazards) but i tried to put a lot into the manor's overall design and layout to hopefully make it fun to keep learning the ins and outs of the game 'w'
also that's a strange bug! i can't seem to replicate it. are you playing on windows?