Hey, thanks again for your feedback. I just put out an update covering most of this stuff. Now you can go into houses, music loops properly, Marth is force deployed, etc. It's all in the changelog in the "final fixes update" on this page if you want to see that, or even if you want to play through it again.
Briver
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Yes, these mostly came about from the process of being rushed. Little things slipped through the cracks because I worked on this for like an hour or two a day for 2 months total before releasing. The Marth bossfight is still effectively unbeatable if you don't know what's coming, which is the important part. But yeah, I just tested the method that made the most sense to do and that worked as unbeatable so I left it at that and I got hit with a wake-up call from people who tried to make a strategy in a strategy game.
I really appreciate the feedback. I wasn't planning on doing another update but fixing things you mentioned and a couple other things like the music if I can would probably be worth it, especially with the surprise attention this game got. And I need to make marth force-deployed. Luigikid undeployed him on accident and now most people's introduction to the game includes a weird softlock that I didn't even think of lmao.
Either way, thanks again for taking the time to share your feedback, it's really valuable when making games and the fact that you enjoyed it enough to comment this is also really cool.
Yes, this is correct. Originally, I tried to make the Marth fight unbeatable, and it seems to still work to bamboozle on the first attempt, but someone figured it out so I decided to add a small third ending in case the player actually managed to beat the boss fight. It is intentionally just a softlock for story reasons. You know, you win but the forces at play have now got everything they wanted so they leave you with nothing.