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Salvatos

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19
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A member registered Feb 16, 2018

Recent community posts

I have more experience in the board game space, but I completely understand having great ideas that very quickly prove to be impractical when you get to play the first prototype :P My very first one in fact was all about character synergies and boy was it broken! But it had a certain charm that I was never able to capture in my subsequent iterations on the concept. There’s a beauty in smaller prototypes like these where we can explore fun ideas without sweating about everything being super tight :)

There are definitely upgrades that create synergy between some of the characters, like having one that burns and another that adds poison to burning enemies, or one that stuns and another that deals extra damage to stunned enemies, but getting them isn’t a guarantee and the fact that some of them compete for the same color makes it difficult for the player to fully utilize them.

I could go on for hours about potential changes and additions, but I better stop before the game designer in me fully awakens :D Anyway, it’s impressive that there’s already so many party configurations to explore and the balance isn’t totally bonkers with so little time to playtest it. Kudos!

At first I thought you would necessarily want a party of four for the extra HP, but since the enemy group scales with the size of your own, Jasper & Flame make an invincible combo if you can survive long enough to get the right upgrades.

Having only those two means no one is competing for the same mana color, and Jasper can keep Flame fed with blue until he becomes mostly self-sustainable. After a few burn-stacking and AOE upgrades, Flame can clear the board insanely fast while Jasper intervenes every so often to replenish mana (mainly by tripling the leeching on 1-blue enemies). Now I get what you meant by never having to end a turn! 155 overkill at level 20 killing 3 to 4 enemies per action feels pretty satisfying, except for how long it takes to resolve all the effects triggering and the constant screen shake :P

Quick bug: texts.room-loot-goal is missing when opening a chest.

Oooh yeah he really shouldn’t be a solo pick. The game only lets me use Velrach on a fresh save. so it hasn’t been an issue for me.

Cinq jours et tu nous ponds un petit bijou comme ça? Ajoute deux jours de finition et c’est prêt à mettre sur Steam!


RE; "Try never to end a turn!" — I feel like ending the turn when all enemies are stunned is a better strategy a lot of the time, to replenish mana safely instead of burning through everything while you can’t be hurt anyway. Otherwise you start a turn with bigger enemies about to attack and barely anything left to fight them. Abilities that are improved on stunned enemies alter that dynamic, though, and Taunt can really throw a wrench into your tactics if you don’t suppress it before it activates, so it’s a tricky puzzle to solve as the game progresses.


If you can get down to a single enemy, stunning it and ending turns repeatedly can let you farm blues before heading into the next fight. Though I wish we got a free recharge at the end of each stage since we already have to choose between healing and upgrades :)

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He’s great as far as I’m concerned, with the right upgrades. With some of his damage options, you can basically get free kills on red enemies on top of fueling the other characters’ attacks faster. Until he gets those, however, his usefulness is more situational since you’re wasting a red on getting something else without progressing the fight.


If you mean unlocking him, the game won’t offer you new party members if you already have four. Maybe it does when one dies along the way, though; I’ve only had full wipes so far ^^’

Valve don't make German laws, they just comply with them... as companies should.

Came close to not having any typos to report this time around, but you won't thwart me so easily:

  • MC, shortly before landing: "any time now": anytime
  • SAndrA, bonus scene: "Maybe that gives breasts and advantage": an

That said, I probably need to go back and explore some choices, as some of those decisions were quite tough. Though not when it came to whether or not to visit my most esteemed colleague Theodore!

Top marks as always on the visuals, and the lore drop has been very interesting!

Geline and Sandman both made me laugh so hard, thank you for that!

Typos:

  • Elysra: Not ordering, advicing. -> advising
  • (Geline): She removes the once piece -> one
  • Geline says fuck instead of fluck once, not sure if intended.
  • MC: They did a good pretty job -> pretty good job
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As someone who's abandoned clients because the software they required was trash, I can fully relate. We do better work with better tools.

Got to this one late, but here's a fresh round of typos I caught in this release:

  • Emily: What should be expecting -> +we
  • Vesnia: Don't worry, I don't think they don't have evil intentions -> -don't
  • SAndrA: I'll come with you you -> -you
  • Elysra: [...] that's be really unlucky -> that'd
  • El's book: one must prepare both mind spirit. -> +and

I really liked the use of music in this one, very good choices throughout, and the council meeting was unexpectedly riveting to watch :P

Thank you very much for taking the time to make all this! The official documentation is very accurate but a bit sparse on examples and explanations, so it’s been useful to compare the two when in doubt. It’s too bad this isn’t as easily searchable :)

Typo in page title: "ULRs for Assets and Testing" should say "URLs".

Typo in page "The Template APIs": one of the parameters is named "definitition" instead of "definition".

Typo in page "Using Methods to change Variables": "reciever" instead of "receiver" (x2).

Typos in page "Display Small Variation with Templates":

  1. "makrup" instead of "markup";
  2. "rended" instead of "rendered";
  3. the last note also has code formatting issues.

La démo sur Steam fonctionne très bien avec Proton, si jamais :)

I wasn’t sure I would be into this style of play looking at the gifs, but just like Forward, the demo got me hooked pretty quickly once relics and their synergies came into play. Well done so far! Wishlisted :)

One quick note regarding the translation: "flair" does not have the same meaning in English as in French ;)

Looks like it doesn't trigger if SAndrA is with you; I missed it too. Thanks for the pointer :)

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Here are the (few) typos I caught this time around:

  • Major Sheraton: In *care* you forgot (case)
  • Kaylee: and it *lead* him to the SAC (led)
  • Kaylee: There *was* only two paths (were)
  • MC: we're about to test *out* skills (our)

Thank you for the update! <3

I’ve heard it depends on whether or not you’ve told Emily about you and Ashe, but I’m not sure when that was.

She can’t stop being adorable even when she’s creeping. Some kind of natural talent!

Are you implying that they would have made more money if they had... not charged anything for the game?

There is a continuity error if you make a very stupid choice with Dalia in the cabin. When you return to town, the game acts like you picked a more sensible path and returned to town with Roach, and the narration mentions events that did not occur. I didn’t go farther down this path to see if more inconsistencies show up.

Looks like we have a lot of trouble to look forward to this season! Very curious to see how Ves handles herself :)

Here are a couple typos from this update:

  • Ghostwire leader: Your name could mean less to me. -> couldn’t
  • With Emily on the roof: Her breathing becomes uneven as I my tongue starts circling... -> as my tongue
  • Celestine: You never striked me as one to give up. -> struck

For anyone like me who donated before it became mandatory (at least I think that’s what is happening in my case), if itch acts like you didn’t pay enough to download the latest version from the game’s page, go to your library instead, find Projekt: Passion there and you will be able to download any prior or current release (0.4, 0.7 or 0.8).

Another lovely update! I laughed so hard at some of the scenes, especially the interrogation and the cooking. And everyone is so sweet... it was nice to see a bit more into their pasts and their personal stakes.

Here's another round of typos I came across:

  • Sanjiro: It's primary use => Its
  • Sanjiro: I'd like tell you => to tell you
  • MC: sent me an El => and
  • MC: So what can I do to help. => question mark
  •  Kaylee: Who know's => knows
  •  Hanna: What makes you say that. => question mark
  • Ashe: Maybe because it felt safe in your arms => (missing period)
  • Sanjiro: will be lead by you => led
  • MC: pretty straight-forward => straightforward
  • MC: I'm enjoying regardless => enjoying it
  • Emily: all it takes it one lucky shot => is
  • Sanjiro: a a bunch => superfluous a

Hope that helps!

A couple more:

- I think after Nancy says "Ready as I’ll ever be" in the elevator, it’s probably Orion that is supposed to respond "Then let’s go!", but it’s tagged as coming from her.
- Missing word: "I’m gonna fuck the shit of you" (missing "out" before "of you")

And that ending... I was hoping there would be something like that and they wouldn’t leave empty-handed, and once again you did not disappoint :D

Thank you for the free release once again! Not done with the update, but here are two typos I’ve spotted:

- Missing word: "That would me, Luna’s boy-friend." (missing "be" after "would")
- Typo: My moves are irresistable" (should be "irresistible")

Kudos to the writers and editors who keep doing justice to the storytelling :)

No, but there is no need to keep it around either. The save files are stored outside the game’s folder.

Another great chapter! Still loving the wholesome way the various relationships are developing and the depth of the plot. I was not expecting the Alien reference, but it was cool to experiment with the various outcomes, and I’m very curious about the long-term consequences of some of the choices there and elsewhere. And boy, what a cliffhanger.

(spoilers below)

I wrote down a few typos and possible errors in case that’s useful (in chronological order):

  • During the heist, just after the sniper headshots one of the Expendables, the door plaque behind him reads "202 LAUNGE" (should be LOUNGE).
  • During Cornelius’s call with the Security Officer at 10:01, "reinforced jam" should be "jamb".
  • On the beach with Dalia, after MC says "You want it so bad, don’t you?", he moans but it looks that might be supposed to be a response from Dalia?
  • At the Doyle mansion, when Calypso says she "used to be feared across all the Eleven Kingdoms", should it say Elven?

This is great news! Especially with the Linux build - this should make a nice little roguelite for the Steam Deck if it’s easily controlled with a few buttons! I too have kept coming back to the original game from time to time for a quick session, so it’s going straight to the wishlist!

A small correction for the above text: "Asylum Labs offered to publish the game", not edit it (to edit veut dire modifier, pas publier/éditer, donc ça n’envoie pas tout à fait le même message ;) ).

Congratulations on finding a publisher and making it this far!

Just run sheol.sh.

I'd like to point out that hiding games on Steam this way does not make them private in any way. It's only essentially a categorization option that removes it from your library unless you specifically navigate to it - others can still see you playing it in various interfaces (chat, overlays, probably achievements and recent activity, etc.) unless you've taken extra steps to make ALL of your Steam profile and activity private regardless of any individual game.

Just played the demo and wishlisted the game right away! Not only is the artwork absolutely lovely, but I found myself grinning and marvelling at a lot of little touches, animations and dialogue. There was a sense of child-like wonder, where everything felt new, vibrant and wondrous. Something about the characters and writing made me want to take the time to imagine their voices and intonation in my mind. From the music to the animations, it’s all very charming and makes me want to take the time to appreciate the details and wander around. I’m very impressed :)

I will look forward to a Linux release! Until then, I found a single typo, when speaking to the mother near the fountain: "a dusty old warehouse is no a place".

I just played the demo after seeing this comment, so I kept an eye out for this (as a translator myself). I can definitely see the Charms causing issues in other languages due to the way they can be used as nouns, adjectives or verbs and in various idioms. Even with the same meaning, several languages can’t just insert a word into a sentence as is done here without needing context-specific declensions and changes to the words around them.

It’s a shame that this is probably an unsolvable problem. It’s one thing to adapt idioms and puns, but the requirement for a single, catch-all word makes this mechanic very much tied to the original language (not to mention the visual cues tied to each Charm that might not make sense in all languages).

Be very wary of anyone who claims they can make it work without substantial changes to the game’s logic!