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mimigris

3
Posts
A member registered Aug 25, 2023

Recent community posts

(2 edits)

Didn't got time to play it a lot, but the game looks really good and I'll try to complete it once I have time!

Here are some issues I found:

- the option in the menu to return to the title screen returns you to the map title, but that's pretty much it, meaning that data from your last game is still remembered there. As such, if you create a new game from that point, it is possible that the menu may not be able to be used or that the lights in Sorasuki's Room may already be off which shouldn't occur. One easy fix for that would be to use the RPG Maker command Return to title screen rather than returning to the title screen map manually, since all of the switches, variables and characters will be properly reset as if you just launched the game.

- Opening the menu while jumping using something that makes you jump (such as the bridges in Jerome) with the proper timing will lock your character into facing one direction, which will cause additional problems after this (since the jump events are not set to make you jump into a specific direction but rather in the direction that you have, which is not the one you intended with that)

- Opening the menu when walking on a tile set with the trigger Player Touch: Below/Above Player will ignore it, meaning that the lights can be ignored here

- The benches perform no check as to where the player is facing, meaning that you can get stuck if you use them in the wrong direction, and they don't block the Shift action while on them

And here are some collision bugs I found:

This is an interesting and beautiful fangame, I liked playing it and I wonder with what you will come in the future! I really like the idea of having effects themed around Tarot (if I'm not mistaken), I wonder how the next effects will look like!

From what I can see bugs can be reported here, so here's what I found while playing, this is a bit long though since I've tested a lot of things:


- When using the card The High Priestess or The Devil while being awake, the "cannot be used" sound will play in loop since in the common events for equipping these cards, the EQ switch of the card is set to OFF instead of the USE switch of the card when using them while being awake.

- When pressing Shift with The Fool card and that the meteor crashed in the Nexus, Noelia will be transported inside the meteor. I guess that it could be fixed by changing the location where the player is transported while Switch 8 is ON to move Noelia in front or next to the meteor.


- The switches used when using a pentacle are not reset when waking up or using The Fool card, so after doing one of these while in the pentacle room going back to the nexus will automatically transport you there on a black screen (that can be removed by opening the menu and closing it since it will show the screen again though).

- The watering can can be used outside of the balcony and with the telescope by using the door or telescope during the animation of the effect being equipped.

- The telescope does not disable effects correctly since you only allowed it to work in the telescope event for 0.0 seconds by disabling the switch in it just after (Due to this too, The Devil and The Fool cards can use their Shift action there). Also, it is possible to use the telescope while equipping a card to ignore the removal as well as being shown in the telescope.


- The ladder in magician room disables the player collision when using it but does not reenable it so you can escape the room while being on the ladder.



These issues are related entirely or partially to the fact that the player can move while doing an action, and I also mention a fix possible to help:

- You mentioned in the readme that the player should not move Noelia while waking up to avoid being locked, and that you tried your best to workaround it by setting jump events to avoid the player from being locked, but you didn't do it for facing down. (For locking the player from moving if I'm not mistaken, you can use the command "Set Move Route: Player, Wait" with Repeat Action, then unlock the input with a "Set Move Route: Player" not looping, so you can let it empty for example. Make sure that you don't have another move route overriding it though. This could be useful to apply that for the issues mentioned here).

- It is possible to move during the start and end of The Devil card laugh leading to an incorrect sprite being displayed since it is not planned to move with it.


- It is possible to move and do actions while waking up, using the instructions, equipping a card or using a card allowing to do unintended things, which can also be combined with the stairs allowing you to open your menu. You can use a warp while being teleported or waking up to ignore the return to the nexus or waking up to stay in the dream world while being considered awake; you can reenable your menu while waking up by using the stairs to then be able to use a card while being awake; you can move on the stairs while using The Fool card or waking up to be able to walk through walls by interrupting the move route making you walk through walls; and there may be more, so the player should probably be prevented from moving if possible.

- It is possible to use The Fool card while waking up, allowing you to be stuck in the dream world while being considered as awake.

- It is possible to use The Fool card while removing it, which will not allow you to be transported but will no longer let you access your menu (you can use the stairs to make it available again as a workaround).

- It is possible to combine Cards (and the watering can) by quickly equipping them from the menu since they are not disabled when equipping them. 

And now, less important issues related to collisions or misc:

- You can go to the wrong side of the gates in gate NT and gate NA when coming from the other gates maps and going up.


- There is a weird mapping here in inferno, it doesn't seem to be intended.


- There is a typo when getting The High Priestess card, where it is misspelled as preistess (I wonder if you intended it or not since you also named the common event and switch for the card as preistess), and getting a card for all of the cards will misspell received as recieved.


- The stairs here in flooded garden have a weird collision depending on where you face it...


- ...and this tile has a different animation compared to the other tiles present, I'm not sure if it's intended.


- The mushroom circles in forest and ethereal plane can only be used while facing a specific direction (right for forest and up for ethereal plane): while it seems to be intended since it was specifically coded for it, it can easily be confusing since there is no indication while in-game for this. Maybe all directions should be allowed to make more sense, or doing something like the pentacles with an effect?

- and now, all of the collision issues I have noticed in a gif to not flood my message (your best option to analyze is probably to download it and check each frame I guess): note that while I show a specific tile(s), it may affect all of the other similar tiles used with the same tileset since it is a global issue with the tilesets in question:


Sorry for the long wall of text, I really enjoyed playing it and I'm looking forward for a potential update!

(2 edits)

This was a fun fangame to play, I really liked the idea with the effects mix and the maps were pretty!

I've seen that bugs could be reported here, so here's what I've found (take a coffee, it will be long but I've tried my best to find what I could so I'm hoping that it should be all):

- It is possible to disable the collision by pressing 1 when trying to exit a chair (Fairutsuki's Bedroom, Martin's House...), when using the bed, when using the elevators in Mall, when using the ladders in the bates (this one may also incorrectly set your sprite), and I'm probably missing more, but basically when you trigger an event that disable your collision.

- It is possible to cause issues by trying to wake up by pressing 9 while using a warp (the game wakes you up then use the warp, making you stay in the dream world while no longer being considered as in a dream, so you can be locked).

- It is possible to ignore the events placed below the player by pressing 1 or 9. From what I've seen in games like Yume Nikki to avoid this, the event is placed on the same level as the player as a player touch, disable your keys at the start of the script, move you to the event by disabling the collision to then do the script of the event, and then reenable your keys after doing it, so maybe doing something like that could help for these kind of key issues.

- The 1 key is not disabled in Fairutsuki's real computer, allowing you to open the menu after using it.

- It is possible to use the 1 key during the normal ending from the corridor part and everything after.

- It is possible to wake up during the "shadow corridor" of the secret ending and everything that occurs after (it's not a fatal issue since you can still do the ending by sleeping again, though it allows you to make a save while being considered as in the ending state.

- It is possible to sit down during the "cleaning part" of the secret ending and everything after.

- It is possible to use the 1 or 3 key to try to ignore the display of the ending sprite that is displayed when dropping your effects when it starts to be enabled.

- Pressing Shift in The Nexus while the effect animation is happening will let you keep the sprite of the effect, and doing it with the Speed effect may slow you down.

- It is possible to drop the effects directly where you are placed, so you can still use the doors after blocking them by dropping effects which doesn't seem to be intended in the ending part.

- Going back to hallways 2 from glitch transition will keep the pink tint of the screen (I'm not sure if it is intentional or not since you made a sound effect be played, though I figured out that it should still be reported).

- There is a lack of collision with these walls in hallways 2, allowing you to go out of bounds.

- There is a lack of collision with this part of the escalators in Mall, allowing you to get out of bounds too (also I've encountered a lock by trying to use the elevators from a wrong direction but I don't remember how, maybe the Set Move Route command should be altered to tick Skip if cannot move?).


- The warp leading back to bubbled water from the bates can be used from the sides while in the pool, allowing you to exit the map while being slow and redoing it will make you become even slower (setting a conditional branch: player is facing up should work as a fix for the warps). Related to this, being slowdown may make you walk through walls when attempting to use the ladders still in the bates.

- The ladders in the bates do not work correctly when trying to exit: if you go back just after using one of them, you will end up getting locked.

- The flower present in code maze cannot be used at all: the event is set as below the player (you need to be on the flower to use the warp by setting it like that), but you have placed manually a flower from the ChipSet over it, making it have a collision (this one is rather odd since the error seems way too specific to not be intentional, I'm still reporting it just in case).

- Using the peepholes in ventilators partially remove your effect (exiting the map will make you reuse the sprite of your effect while not having it enabled).

- It is possible to move while the Tutorial is used, and its picture is not displayed while in the Nexus (The event in the top left corner of the Nexus is a common event that deletes the picture 1 continuously: if you wanted to only run it once, use Erase Event at the end instead of End Event Processing).


Now those are not bugs, but rather issues that I've encountered while playing:

- I had troubles finding the lightbulb and pixel effects and only got them by checking through RPG Maker for their switches (sorry for this, but I had nothing else to do since I already visited the whole game outside of what was locked by getting all of the effects and the pixel effect): the issues that I have with these two are that the lightbulb is located in a dark area where similar objects on the ground are placed just before, making me thinking that it was another decorative element, while the pixel effect blends with the decor, having similar colours while just being a bit bigger than the rest. Maybe it could be possible to add an animation or make the lightbulb glow I guess?

- The escalators in mall are confusing since they don't have an animation, by more than one time I've used the wrong one and I'm not sure if it's what you wanted, so maybe an animation could be added if it makes sense? Your area reminded me of the one in Earthbound, maybe you could do something like it?

- The collisions in the computer in Fairutski's Room are confusing, the mouse sprite does not represent the actual placement and you need to "face" the icon to use it (you can interact by being above the icon for example). Maybe the icons should be set as below the player and the mouse sprite readjusted to match with what is displayed? And you mentioned that Shift can be used to exit but maybe X should also be added since it makes more sense gameplay wide and that it is not used there either.

- Finally, the fact that the crash event can only be escaped by having luck by talking to an NPC made me thought that there was no escape or that the event was incomplete or glitched. I'm not sure on what could be done for this one, maybe interacting with all of the NPCs?

I really enjoyed this game, sorry for the wall of text, and looking forward for what you plan to do next!