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TheOtherYuggoth

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A member registered Aug 14, 2021 · View creator page →

Creator of

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Heisenschmerg has fled the city, and his dubious research will continue elsewhere...

And there are only 4 investigations tops, Heisenschmerg  is the last one.

Oh, those. You can't do anything with them yet except sell them for cash, later on in the game, the plan is to use them to connect your kingdoms vital strategic locations together, and even launch a few invasions. Not in game yet though. :)

Crap... I see the issue now, apologies. I'll release a fix soon, but if you started the ag'dral quest too soon, it can bork your save file.

Teleport pads? You mean golems?

You craft golems in the library, then after amassing five of them, you use them to upgrade your production.

The glitch your describing is something that seems to happen with older saves from previous versions. Is that the case with you?

Pretty sure you started that quest from the debugger,  please use a save from before activating the glowing object in the sanctum.

Also you just have to pay attention to the pattern color, the correct teleporter gives a color coded clue.

Isn' t that the first puzzle in the quest? If so; activate the side crystals at the same time as the central crystal is the same color (central crystal flashes blue; activate the blue crystal).

Apologies for the delay, had real life issues to deal with. Glad to hear you like my game!

We're back

That's on purpose, you trigger a quest by entering the chamber, you renovate them all by speaking with Zesurra in her tent to the north. And yeah artwork is something this game needs majorly, send me link to your work, as well as commission rates please, I won't be able to afford any artwork for a little while though.

I think I know why everything is wonky in your game. I fixed it, but the fix won't affect current save games unfortunately. I didn't put a quest activation blocker, and so your quests are now out of order. No way to reverse it other than to start a new game. (I fixed it in the 0.107a version) Apologies.

That's actually what I plan to have out by the end of tomorrow, a Game Guide for players to track their progress, hopefully make it easier for me to figure out what exactly broke and where.

Thanks for pointing out the grammar mistakes, next time please try to be specific as to where the errors were located, there's a crapton of text to sort through.

Next update will have the fixes.

Fixed the Nursery event. (stupidly forgot to delete an event page that disabled everything, thanks for pointing out the error). This should be save compatible.

The second issue is incredibly weird... The ruins get fixed after a certain point in the game, and the switch responsible for this never gets changed after turning on. It could be that you're misremembering your place in a previous save file, or accidently bypassing the event that rebuilds the ruins, I changed a condition in Zesurra's event files that should make it impossible to accidently bypass. I don't know what could possibly disable the ruins rebuilt switch though... Let me know if there are any further problems (To fix the ruins bug you might need to start a new save, but test it out first, please).

Uploading new version to the site right now fix, the fixed version should be 0.107a.

You using a fresh save? The only time I have ever gotten errors while loading the game is when I use saves from previous versions. Or are you talking about script errors on startup (before the opening menu starts)?  Is it's on startup try deleting and redownloading the game, because the only thing that could be causing that is file corruption.

The stockpile common event is not set to auto run, it operates continuously, it does take a while though for the stockpiles to increase, I'll reduce the time it takes for the stockpile to increase, every 6 minutes or so it should increase. 

Curious as to where you're reading common events being set to autorun, none of them are, all are either called by another event or run on Parallel, which is continuous.

The ladders aren't to high, they were set to "below character" thus non-interact able (Unless the event is set to player touch), I've fixed this. just face the ladder and hit the action button.

Please be sure that you have completed the quests involved with the coal and crystal mines in order for them to processed into the stockpiles, otherwise they don't get mined, additionally I fixed a major problem in the production line up (not enough mining upgrades causes bottle-necks in refinement, fixed it so mana crystal will always be priority when smelting, so you can always upgrade mining later.)

Also; fixed titlescreen version number, I keep forgetting to update that :P

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Fix should be save compatible with 0.105b saves.

Also make sure to enter the room with the central pool of water, the fix for the stockpile will activate when you do.

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Fix uploaded as ver 0.105c Should fix the problems you described.

Let me know if the stockpiles remain stuck at 0, I'm still not quite sure what's preventing that from working, but I did deploy a fix that should make it work (worked in my tests).

Used your suggestion to fix the mine ladders, you now have to activate them to climb up.

crafting lvl not being saved may be due to the plugin reinitilizing everytime you use a crafting station, fixed that.

(Reinitilizing the plugin was to fix another more minor issue, I will be keeping that in mind going forward).

Thanks for pointing out the bugs you found.

Thanks for letting me know, I'll look into this.

Hotfix released, save compatible.

It's bugged in this version, doesn't do anything anyways until the next version (where it unlocks further content). Next version should be save compatible.

Funny you should say that, all of my newer maps make use of stairs or pathways that end in darkness to indicate doorways. 

The ruins were one of my first maps and I was still getting used to map creation. I originally planned to use stairs to indicate the lower levels in the pool chamber as well, but the game engine doesn't have sideway facing stairs. 

Newer maps focus on using a top down approach usually because of this. 

I've edited the ruins and pool chamber to better reflect these pathways.

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AHHHHH, I'm dumb I figured you had already gone to the side rooms and such. Yeah to the south of the ruins is the omni sanctum which is surrounded by side rooms, three on each side, the first time you enter them an event fires, telling you to speak with Zessura about upgrading the side rooms. Have you not entered the side rooms yet? (The north of the ruins leads nowhere, it's to the south)

OHHHHH, have you not been speaking with Zessura? She advances the plot forward twice. First by renovating the algae farm chambers (the rooms to the side of the Omni sanctum (the pool room)), then in the private chambers to the bottom right (rebuilding the ruins and unlocking the academy to the top right).

Zessura is in her tent: top right in the ruins. Then moves to the private chambers bottom right of the pool chamber.

Zessura does not advance the plot before certain things happen however, explore the map around a bit, quests often activate when entering certain areas after certain conditions are met.

I'm gonna have to write a game guide sometime in the future, to help people keep track of everything.

That's odd, both the mac version and windows version are derived from the same project file. 

Are you starting from a new save game each time? Something's get changed between versions that breaks old save files in weird and wonderful ways. 

Please let me know if you're using a save file from a previous version.

Also you say you can't properly download from the Itch.Io app, but can from mega? Are you actually receiving and error message when extracting the zip file, or just guessing that, that's the cause?

That's because this game is largely incomplete, you'll have to wait for another update.

You and me both man, I'm hoping that I'll eventually be able to scrape some donations together and commission some proper artwork for the game, even if only as nude pinups for the characters.

This is actually a major concern of mine, RPG games derive much of their fun from overcoming challenges. The plan is to introduce lieutenants and and minions who will level normally through combat, whereas the main player navigates political and cloak and dagger aspects.

Funny you should mention eating different foods to gain powers... Omni absorbs power from consuming life forms, bunch of ancient demon remains down in the underneath.

Additionally Omni is supposed to be incredibly powerful because he is an ancient being, but he lacks skills and experience in combat due to his isolation, the goal is that he will grow over time after confronting others who have said skills and experiences. 

The newest version offers much more content, as for the researchers and their pregnancy, that is slightly more fleshed out as well, but still incomplete. I intend to flesh the characters out some more, as well as introduce interactions with your offspring (The slaves make minions to help you take over the first Drow city, the Drow queen and bodyguard's offspring will be sort of lieutenants in your empire.)

"don't just devolve into a VN like some other games." *Sweats nervously.*

The anime itself is what inspired me to think of Slimes as these Nanomachine factories, other then that this is more like Overlord the anime, you take over and create a corruption free empire, using brutal evil guy methods.

I'm hoping to introduce sandbox exploration gameplay later on after the player reaches the first city, maybe fuse some business management as well. (Explore for rare resources, process them, sell them, interact with other businesses and build a financial empire).

Apologies, please ask for help through the blog, I'll be sure to check there regularly for those reporting bugs, or in need of help.

(I recently realized that I had set my blog to be restricted to those who were logged in only, I have since rectified this problem.)

For those wondering how to progress, please check the Quest log. 

The Quest log exists as a reminder for the player on what to do, and how to progress. If it is empty, then you have likely completed all that can be done in that version.