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A member registered Nov 30, 2017 · View creator page →

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you can disaster-proof this by adding a "char_roll_data.diff = 4" just before the match, so if a naming issue fucks shit up again, it'll default to normal/medium difficulty. however that will make the bugs harder to spo

Primarily with the shrine offerings. title phrased like that in case there are other menus like that.

I dont have very good memory, so I remember that the shrines like either food, materials, or cloth, but not which for which. (person statue, stone pyramid, metal half moon. I think). I think the quality of the offering might increase the reward, but I dont know it for sure.

what I'm imagining is colouring options green/red based on previous interactions. if you've given a thing cloth and it didn't like it, cloth would be coloured red the next time you visit the same shrine.

I dont know how easy it would be to implement. I might have a go at modding later.

The alchemy crafting tab implies you create 2 revitalizers at a time, and I just crafted a single revitaliser

if you're playing the harder difficulty and you reload a save after a character dies, the combat doesn't load. it sorta flashes black like it tried to load in and out. nothing looks to have happened, but if you leave and come back sometimes the characters have taken damage. exiting to the menu doesn't fix it, one needs to restart the game.

(1 edit)

A strong method of preventing these kinds of party wiping headaches is a mage/rogue combo. Start with Scholar or Apprentice, and then with 40 wits get Caster. This unlocks the "lightning" and "blizzard" spells.  Lightning has a 100% chance to stun most characters, and blizzard hits the entire enemy party and can freeze a number of them, giving you a bit of breathing room if you're feeling overwhelmed.
Then take classes like Rogue and Archer for some bonus speed (both +10), so your mage can act first and neutralize the heavy hitters.
Take care though! Some boss monsters have high resistances to being stunned, so don't get too comfortable stunning first and asking questions later. The Mimic is likely the first such monsters you'll come across, and I found this out the hard way...
edit: your characters gain stats by either using those types of attacks, or doing that kind of work. i.e. casting spells and fishing are both ways to increase your Wits over time.

When using "blood magic" on a character that had ~138hp, they *gained* 11 health and 5 mana. (lost negative 11 health), and again at 149 health, they lost -12hp and restored 4mp, bringing me to 161 hp.
I'd assume a 1 for 1 exchange for health and mana, and it looks like the ""10%"" referred in the tooltip is talking about mana? as they are now at 52 mana.
Blood explosion was also weird and a disappointment. I had pictured my character exploding in gore to hurt all enemies, but instead it does massive damage to a single enemy and then doing damage to everyone else. In the test I just did, the target took 132 damage, and everyone else took 31, which is about 23%. ..the target has 150 total health, so is the 20% from that rounded up?
The tool tip implies **you** explode, that the caster takes health damage to cast the spell.

Considering the relatively high requirements and the high mana cost, I expected the class to pack more punch.

if nothing else, I wanted to bring the sign error to your attention