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supersmily5

33
Posts
A member registered Jun 14, 2022

Recent community posts

The one in the circus with the helium tanks.  I actually looked into it since yesterday because I got curious of why that one minigame specifically was unusually difficult compared to the rest of the game.  Turns out, its speed is tied to the refresh rate of the monitor!  Lowering the refresh rate from 120 to 60 hertz fixed it on my end.

Alright, got pretty far, but the timing minigame is still almost impossible (As in the previous entries), and the extra circumstances of this version of the  event make it even harder.  Without being able to massively slow down the timer bar I won't be able to progress.  Bummer, mostly good game elsewise.  Challenging puzzle design that doesn't hold the player's hand but still feels fair to figure out.

It occurs to me I didn't mention:  I do quite like the new content overall.  Very good.

Spoilers Ahead:  Oookay, due to some delays my replay of the game was slowed a bit, but I've now got it done and finished the seal of water and berry labs.  Two things I've noted for the new content:

1.  There seems to be a bug if you berry the water queen with her amulet.  I lost the fight on my first attempt and she became berried in the overworld; But when I reloaded a save and fought her again, despite still becoming berried in the fight when I won (almost immediately due to a change in strategy to sheer offense) she wasn't berried anymore after the end of the battle.  I don't know if this is intentional or not, but she did have dialogue claiming to know what I did to the amulet.

2.  Losing to the boss in the berry labs provided an alternate ending where the creature escapes and you lose, but it's fairly anticlimactic.  It didn't really seem like it could have been a game over state, unlike the other special losses wherein it's much more clear.  But that might just be me.

Bug time!  Other than the above, jumping over the author blocking the unfinished Mucktonne is possible with Bounce.  Worth reporting because the area can still softlock you with the door at the top of the town.  Also, it's very possible to overshoot the ladder entrance to the slime area and just fall down the hole instead.  Jill is feeling quite woozy it seems;  I've found a slight visual bug wherein Jill has started to always have the floating animated sway of being inflated even when not inflated.  Don't know how I caused it;  Hasn't caused any problems.  Finally, the slime area sometimes deals damage as you traverse it, but this mechanic is inconsistently implemented as the slime sewers in the Reservoir don't have this property.  I don't know if it's intentional or not as a result;  But if it is intentional it's very unclear what slime should cause damage or not.

Been a while since I've looked at this.  I'll have to take a gander at the new content soon!  Might warrant a replay of the game at this point as my saves are getting quite cluttered, which could be difficult to figure out.  I'll let you know what I think about the new stuff in a few days.

With it affecting the endings available, I'm not sure I'd want a vore-route party if those endings must be sacrificed.  There might be a way to do both options by having some flags in late events that check if you have specific party members or not, but that's even more work, so I'm not going to demand that.  The game's already a lot of well made content, so I'll be happy with whatever choice you make.

Ah, might be that!  I didn't want to risk breaking the latest build so I recreated the glitches in the Test 5 build instead.  If you've already fixed it after that point, then consider it resolved!  Though if you have, wow, that's impressive!

The bugs happen when copying old save folders into the test versions of the game.  They involve Mari still appearing, but the art of certain portraits not appearing.  There may be other problems this causes; I haven't looked much into it.  But the name Mari still appears in text.  Below are some examples:

Okay, so after doing a fresh playthrough to make sure everything works, I have my incident reports ready.  This is on the RC1 build.  The first picture shows a room that you can jump past the exit in to get out of bounds.  The second picture shows the shark chase room in Cove Cave.  The tiles to the left of Brooke are invisible walls.  The spikes in the Seal of Wind being a soft lock I've already reported on, as have others.

Also, if you're trying to replace all monsters in the game with your own original designs, I found one you missed on the forest path of the Seal of Wind branch.  In RPG Maker, it's the art for the Behemoth, though I don't know if you renamed the monster.  If you aren't trying to replace all the art, but just happen to be using a lot more original designs now, then this isn't an issue.  Either way, I'm quite pleased with the level of polish the presentation aspects of the game are turning out to be.

There is one other matter to address.  When transitioning my saves from the older editions, the game partially breaks when trying to reconcile the old main character with the new one.  Symptoms of this break include but may not be limited to the profile picture and animations being off.  I don't know if that can be fixed, which might necessitate people starting new save files from here on.  I don't mind it, since doing this fresh playthrough for testing gives me new saves to work with.  But others might be annoyed by this.

I'm running into the same problem with the spikey vines in the Seal of Wind.  I don't know enough about RPG Maker to tell what the problem is though.  "Jumping" is a bit beyond my skillset.

I'll be able to look into it Sunday but I've got work until then that'll prevent me from playing.

Not bad.  The palette swap feel is a bit jarring at first, but it works well, and more importantly is a far better solution than the project stalling out.  The design is just as complete and quality as what it's replacing, which is always nice!

Ah, okay that makes sense.  I have the latest downloaded build (Update 4, called test3 in the file) that's available, but if the browser version is different I wouldn't have expected that.

Despite using fresh saves on the dev build, I can't progress through Cave Cove.  Certain areas (Including past the water shrine, which was reachable in 0.5.11) are locked off that seemingly shouldn't be, and the Cove Key isn't working anywhere.  Furthermore, it seems as if when picking up the Cove orbs I only get one item register in the inventory, even though both function normally as if I had both.  I'm not sure what I'm missing here, since others seem to be able to progress at least to the shark fight.  Any help?  I endeavor to playtest all I can access right now.  I'd like to help but can't tell if it's user error or not.

You can.  The walls of the second room aren't coded well for floating jumps, and the slime hazard and wandering spider thing don't function, leaving it just a matter of finding the exit.  While this gets you to the town, no areas there function, and the big door at the north of town is a softlock (Probably no warp exit).  And since you can't traverse the slime in the first room because it functions and we don't have that power yet, there's no progression to be found elsewise.  So mostly safe outside of what corruption of save files might happen later, which I can't verify without time travel.  I can't time travel.  :{

I felt so powerful the moment it happened.  Like I outsmarted the developers!  Then my reality check bounced and I remembered how much I'm risking my save files pulling stunts like this!  :{

Heeey, so in case you see this first:  I found an interesting oversight in the main release of 0.5.11.  Since it's the main release, I put the details on the main game's page.  :}

UHHH.  I have committed dubious!  Sooo people reported that you could jump over the dev girl that's supposed to block you from most of the water area.  Taking that knowledge, I explored there as far as I could (Yes, I know the dangers.  Oh, and if you don't know the dangers, DON'T DO THIS.  It could corrupt your saves later when the areas are actually released).  But then I got curious as to where else I might get.  I GOT HERE.  So the ladder just past the dev girl blocking the slime area functions.  You just have to jump juuust right to not overshoot.  You should probably disable that for now, or link the warp to a temporary event that teleports you back and text boxes something like "nice try but don't."

Nice!  Good momentum!  Guess I'll see how it feels in the next update.

Unfortunate.  I'd wager that's gonna be quite tedious to replace throughout the project.  It'll probably take a while to do, but don't be discouraged!

Oh yeah I forgot I found that.  I thought it might have been intentional, but looking back it clearly isn't.  Sorry.

1.  Download the latest version into a new folder.

2.  Look at the files of the old version.  There should be a folder labeled Saves or something like that.  Right click the folder, click Copy.

3.  Go to the folder of the new version.  If you've already started in the new version, it'll have it's own save folder.  You'll have to look in the old save folder and copy each file independently into the new save folder.  Otherwise, if you HAVEN'T started the new version, just right click the window in the folder, then click Paste.  The game should see the new Saves folder as its folder automatically if there isn't already one.

Warning:  Newer versions aren't always compatible with old ones.  Eventually your saves won't work, or may cause problems.

Oh, yeah I've got that too so it might be consistent.  I didn't report it because it looked intentional to allow rematches.  If it wasn't, it might be a good idea to add a way to rematch bosses without their presence in the overworld.  Like a little ghost or something!

Worth doing 2 playthroughs.  The routes are completely different in story and mechanics.

You could make it a nonconsumable item in the inventory that calls a Common Event (There's a tab for that in RPG Maker's engine menu) when used; But it'd only be one picture for a potentially quite complex area.  That I'm afraid I can't help with.

I feel that.  I've been importing a text game I'm working on from RPG Maker to Twine and caught a few typos I really should have known better about.  When you get enough words, I guess typos are just inevitable.

Seems like a no.  The allies you can get currently tend to have negative opinions of it.  You have to fight all of them at some point on the route.  Instead, you get the ability to gain much more power, getting more exp. from the extra fights, and having the ability to take a custom arsenal of extra abilities based on the creatures you eat to offset the weaknesses of having only 1 turn.

.  Added one typo: "qust," see above.  XD

Nice.  I look forward to it!  :)

Wow...  I haven't seen that one.  Impressive.  There are a couple bugged transitions that have been being fixed and accidentally warp you to incomplete maps or wrong coordinates on the grid of a room.  You must have found one that wasn't fixed.

I never dabbled with the enemy scaling features of RPG Maker, but if it's possible I'd recommend having limited scaling instead of full scaling.  In RPGs, players have levelling for the express purpose of being able to get overpowered.  It might sound counterintuitive, but this is actually very important for the difficulty of the game.  If a player has trouble with a boss, they have few options for beating it if they already are doing as well as they can strategically.  As a result, levelling up beyond where a set-level boss expects you to be can be their only way to continue forward.  That becomes impossible if everything scales forever.  Furthermore, players in these games like to be able to go back to previous areas and feel the difference in their characters.  To feel safe to engage with any threats because they're already past the levels of the area.  That doesn't happen with full scaling.  It's not good or bad, just a different way to do things that creates a different vibe.  But it can lead to bad design if not handled carefully.  Good luck!

At current, the blueberry events appear to be essentially bonus content, given their hidden and optional manner.  While it might be possible they have implications later in the game, they don't currently do anything beyond themselves, even when eaten in the villain route through the game.  Further evidence for the "bonus" nature of these events is the delay for the blueberry area in the factory, in favor of making the Seal of Water a priority for the dev (See Dev Update!,  listed above).  It's too early to say for certain though.

Look in the folder you used to store the game.  There should be a folder called "save" that you can copy and paste by right clicking.  Paste it into the new version's overarching folder before starting the game.  Alternatively, enter the save folder, copy the saves within, and paste them into the save folder of the new version, if you already started playing it and have a save folder in the new version already.  Note that completed events from previous versions that have new content in the new version might cause you to miss stuff.  Keep multiple saves across multiple versions in case something goes wrong so you can recover lost progress.  Over many versions, you may have to start a new game eventually due to incompatibility.