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schwarzeralptraum

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A member registered Sep 21, 2021 · View creator page →

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I thought the hint was 917 and not 417 because the lettering wasn't clear.

I got some feedback from Godotcon recently and updated the playtest builds with the improvements from them. Feel free to playtest again and tell me if it's better now. Or if you haven't played before, just tell me if anything else still needs improvements.

Thanks for all the feedback thus far. I'm trying out a new interaction system where instead of having to pull out a menu, you just perform the action directly and the close up appears as soon as you're close enough to an object. Unforunately, that requires mapping more buttons. What do people prefer? You can try the new system on the same playtest link now. If you want to know what the old interaction style looked like, you can play the demo or download the playtest 3 build.

Thanks. Ja, I realized the hints were too sketchy, so I do plan to refine them as they aren't the final versions.

Do you mean the event where she leaves into her tent? Ja, that's only supposed to happen the one time. Then you're supposed to figure out what to do with the hints from the knotholes. If you need another hint, it involves the squirrels returning to their place for it to work.

If you used all the mushrooms, then you'd find you can use two of them to do something at this point. If you solved the puzzle with the magazine and the glowing mushrooms, showing them to the character that appears also gives you some hints.

There's also a rhythm game.

You're supposed to use the mushrooms. Maybe I need more hints for that?

Thanks for the feedback so far. I've now updated the playtest build so that you can start the newer levels more naturally instead of having some of the doors unlocked and starting with no progress. And same idea as before. New/load game will overwrite the playtest state.

I don't think I've posted in here yet, and if I have, somebody feel free to tell me so I can close this and bump the other thread.

I'm making a cute duck game where you play a duck trying to collect as much food as possible by helping out characters with cute cuddles among other things.

I had a demo earlier and got a lot of feedback for it, so I'm mostly looking for feedback for the later levels not covered in the demo. Mostly on the puzzle design. I want to be sure that the game drops enough hints for people to figure out what to do or how to solve the puzzles, and that it's not too obscure.

I'm open to receiving feedback on any bugs you might encounter anyways, but now that the game is content complete, I just want to be sure people can complete it.

https://schwarzeralptraum.itch.io/skyes-ducky-adventure-playtest

Thanks for spotting the bug. I was just missing a check, so that's been fixed now.

As for getting inconsistently powered bows, it's because the game isn't linear. I think there is still another better bow you can get, just that there isn't a scenario so far that leads up to it yet because it's not implemented.

There's now a walkthrough thread somebody posted where you can look to find out where to get stuff.

Hubert has blond hair and a green shirt. He's in a snowy area, but you'd never be able to get there without having Fox lv1.

How did you manage to get that guy's stuff without having found Hubert? Or did you find him and just forget where he was?

It's mostly because of the way I had everything structured. I created all the levels, but didn't put in all the quests to get the abilities to get there.

Talk to some people in town. They might have some hints. You'll get an item in some caves that allows you to upgrade the animals.

Description updated

Couldn't reproduce it on my end, but I added an extra line to force the state to reset during fast travel. Not sure if that fixes it, but we'll see.

When you see animals running across the screen, shoot them. You may have seen a few of them in the first few screens before getting into town.

(1 edit)

I'm wondering if I should just display the actual max HP value in the status menu to make it easier for people to track how many life orbs they've gotten.

EDIT: Status menu now displays the HP values.

You can get there from another cave. If you can't reach it just yet, it could be you're missing an animal ability which you can't get in the demo yet.

Fixed some bugs. Hitting pots doesn't crash any more and the input settings should be saved properly now, among others.

Happy pot smashing.

The only thing I can think of right now is if you're using the load tab instead of the save one or vice versa. But that's a UX problem; maybe I can make it more obvious that the save or the load one is selected. If you had some steps to make it reproducible that would be nice though because I'm unable to trigger it.

The height of the game is 960 pixels, and I've done everything I can to make it stay fixed at that size. A screenshot and some more information like game version (web, windows binary, etc.) and screen resolution/dpi would help though.

Would this be start from new game or load? And does this cause you to be unable to navigate in the menu or? I'm assuming you're using the web version of the game and not the downloadable binary. I'm having trouble reproducing this issue though.

For now it is just those two animals that can reach level 2. The other items are supposed to be for other scenarios, but I didn't have time to put them to use in the game for Barajam.

Thanks for finding the bug. I'll try to fix it.

I guess people are going to find that confusing if they think they're supposed to give the pig back to that guy. I'll probably have to change that dialog as the pig is for somebody else.

The lion level up item is in a cave in the gorge area. There's a hint for getting the pig if you talk to one of the Dorf villagers. I think it was the one in that large house.

Did you at least find the grid paper?

If you did, notice there is a section of the room that has these symbols on the walls, and there should be a red, green and blue stool above or below them. You match the colors with the ones on the grid paper and the on/off note tells you if stool above or below means on or off.

I helped somebody else with a similar problem earlier here. It's that problem, right?  I think it's more specific than the hints. There's two parts, so I wanted to be sure you're trying the first one and not the second one.

Did you look at the hints? It's that booth with the i symbol on it.

As explained in the last hint, it's like the other gravestone puzzle. The only other difference between that puzzle and this one is that you had to count up how many times a particular gravestone is in the up position every time you press the button, and each gravestone stands for a digit, whereas in this one, you'll notice that you can only press the button four times before the gravestone patterns reset, which means you get the first digit from adding up all the gravestone numbers the first time you press the button, the second digit from pressing the button a second time and so on.


I hope that helps.

I've made some improvements to the gameplay and the gaps between the ledges. I'm not entirely sure if they will help in your case, but for example, the ceilings won't interrupt your jumps anymore, and you now have to hold down the jump button to hang onto a ledge instead of the arrow buttons so it won't interfere with jump control.

That said, if your problem with the platforming is that it's not twitchy enough, it's that way by design; this is a cinematic platformer.

There isn't one. I just put it there on the map because you can find all the letters in the room there. Maybe I should find a different icon for it I guess.

You'll be able to do it after getting a certain item in the game. There are some button hints that show up if you're able to do something.

They're hints for some puzzles for unlocking the doors. There will be a hint system soon so that if you get stuck, you can look at it.

You need a special item for this. Do you have the raspberry crate and key at least?

Well you're on the right track; not sure how exactly you are translating those numbers into the dials; do you interpret the 1 to mean the dial position of the 5th dial or is it turn the 1st dial so it's facing up and left?

I think since some people have mentioned having issues with this particular puzzle, I'm planning on implementing a hints system so that it won't ruin the challenge for the people who do manage to solve it.

Oh, thanks for the feedback. I didn't think to try running through the itch.io app.