Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Toby Yasha

225
Posts
4
Topics
148
Followers
147
Following
A member registered Mar 25, 2020 · View creator page →

Creator of

Recent community posts

Hey, it's A_Abel from reddit.

I played the game a little to see how it was but i feel kinda stuck.

The concept seems interesting and i like the randomized maps, but how are you supposed to progress? that's the confusing part to me about this game.

After the intro fight you start the game with 1 health and from then on fighting any battle is pretty much impossible.

Most barrels and chests don't have anything in them, i'm not sure if this is just me being unlucky or this is how the game works, but this feels a little annoying as you can open up a bunch of stuff only to be met with nothing.

I guess the only exception to that rule were the claws, but again, with 1 health i can't really do much in terms of combat so i just kept dying.

I did like that after a couple of deaths some new npcs appeared that could've been useful but i didn't progress far enough to interact with them(the only option was to sacrifice the claws for 25 essence, but that's about it).

I feel like the statues could maybe be made a bit more obvious that they are interactable? either some sparkles or the game encouraging you to spend your essence on some stats after you gained enough essence(kinda like a tutorial).

I also noticed that if i dodge the traps i take no damage despite the game telling me i took 30 or maybe it's just that you can't take damage if you are stuck at 1 health. The burning effect did apply however.

The traps could maybe be made a bit more obvious before you step on them as to not be completely unpredictable. Take this suggestion with a grain of salt as i don't understand how this mechanic is supposed to work.

One other thing that makes the game difficult is the enemies being as fast as the player, it doesn't help that the maps are small so it can be a tad bit difficult to dodge them.

There was this attempt i did after managing to escape from an enemy only for my path to be blocked by a pile of rocks that i couldn't even interact with.

 Now for the combat, right off the bat the couple skills i've seen seem pretty basic, some damage, some healing and some defense buff. 

Technically speaking the only thing that bothered me here is that the heavy blow and the sword skill felt pretty similar in what they do, with heavy blow being weaker than the sword skill and even the basic attack(that applies a DoT effect compared to the 2 skills i mentioned).

What i'm trying to say is that it will be cooler if skills had more interactions with one another(one skill bleeds the enemy, another one does something if enemy has bleed debuff or has been debuffed with bleeding 3 times, etc).

And the last thing is that animation seem to take a while to play and that kinda slows down the combat pace.

Despite me having complained about a lot of stuff, the game could be interesting if things get more polished as you keep working on it.

Good luck with your project!

I'm glad you figured it out.

I can only imagine there can be issues if you try using both the mod loaders together(probably because they are loading the same stuff twice?)

But generally speaking if you are using Mattie's mod loader you shouldn't need my mod loader since it doesn't do anything fancy , at least for now.

And no need to feel embarrassed, i'm honestly impressed you manage to fix this on your even if it took you some time, because i'm not sure i would have thought of your solution, given that i don't test my mods with other mods(but if you ever face problems using my mods together with other mods let me know).

There are plans for a mod like this to be made.

However I can't say when that will be available since i'm busy working on other stuff at the moment.

Thank you for the suggestion.

on release no, but the feature has been requested a couple of times already so it's definitely on my todo list for the next update.

can you post screenshots of the following things:

- index.html (open in notepad)

- TY_ModLoader.js (open in notepad)

- Mods folder

What F&H game are you trying to mod?

What mods are you using?

What mods aren't working?

What is this "dev menu" you are talking about? 

Can you post some screenshots with your:

- index.html (open in notepad or any similar program)

- mods folder

- TY_ModLoader.js (open in notepad or any similar program)

So you want to enable events that can instantly kill you or remove your limbs? That may work, but not fully in the current state of the mod.

Also, which F&H game would this be for?

Not the dev, but this may be due to Safari not being able to play OGG files.

I don't know what game "Heroes" is, but my main inspiration behind the game were 2 games(Mighty Party and Super Auto Pets)

Hey everyone! I just wanted to let you know that my game, Dominate & Conquer has been finally released on itch.io.

Dominate & Conquer is a team based autobattler where you create a team of 6 units + 1 special unit, the king.

The goal of the game is to protect your king from enemy attacks and do anything in your power to defeat the opponent's king.

The game also has some tactical elements to it, while the game is an autobattler you still have control over the placement of your unit in a grid and additionally the spells of your king.

I still have to work on a more up to date gameplay video + a trailer which will be useful for the eventual steam release.

For now this is all i have to say and if you end up giving the game a try then thank you!

Link: https://toby-yasha.itch.io/dominate-conquer

Gameplay Video:

Oh! You are right! I was only thinking about posting a trailer when i make one, but i didn't think about a gameplay video for some reason.

I posted a link from my youtube channel here and thanks for the suggestion!

That's most likely a pirate website or a scam website, you may want to report it to the creator.

You have a higher chance of reaching him on twitter than here.

(1 edit)

Looks interesting.

I'll give it a try when i'm a bit more free.

The Slice & Dice inspiration is a nice bonus addition since that's one of my recent favorite games.

Also, slightly unrelated but i like how clean the UI looks.(i'm a sucker for UI design)

Yes and thank you for your suggestion.

Wow, these looks amazing.

I'm not sure. Why do you want to do so?

I see, so these are the mods that you have installed, personally i wouldn't worry since most of them don't do much under the hood. But if you want to modify the mods in any way feel free to do so.

By the way, the Infinite Stamina mod is meant for Fear & Hunger Termina, you can check the itch page as every mod is listed there with a "mod scope" section too.

As for your crash, it might be due to the game not having enough memory to run, i did have the game crash on me like this once so this would be my best guess.

You can try playing the game with less programs open and see if you are still encountering this problem.

Lag? i haven't heard of mods causing lag, at least not mine.

Crashes? Depends, but if there's an error caused by the mods i usually fix it.

Now, it's worth keeping in mind that the unmodded game can be laggy and can also be prone to crashes at times, so it's no surprise that you encountered these circumstances.

But since we're on the topic, what is the F&H that you modded and what are the mods that you are currently using?

What is the crash that you encountered?

This way i could possibly determine what's going on.

Also i'm glad that you found the mods useful, cheers!

The "MOD_LIST" is located inside of the TY_ModLoader.js file

So in order to make the TY_ModLoader load mods for you, you have to open it with a program like notepad and then put the name of the mod files inside the of the "MOD_LIST" section.

Example: The 99 Enlightenment Books mod filename would be TY_FnHFreeSaves so you add it as 'TY_FnHFreeSaves' into the "MOD_LIST" section.

The index.html should only be edited in order to add the TY_ModLoader.js file.

You shouldn't be using the index.html to launch the game, only use the Game.exe file.

You can also try re-reading the instructions inside the TY_ModLoader.js as this explain the whole process.

Let me know if you managed to get the mods to work, cheers!

Yes, they are.

From your first screenshots everything looks good and should have been working.

But the thing that stands out to me is the "Fear & Hunger 2 Cheat", is this a modded version of the game?

Asking this because i would usually see the file path start more like this "Fear & Hunger 2 Termina"

Alternatively you can try loading the free soul stones or the hexen menu mod to see if the problem is with only 1 of them.

Hey there!

In order to mod your game first things first is to get to the folder containing your game.

If you got the game from Steam it should be somewhere along the lines of:

Program Files (x86)\Steam\steamapps\common\Fear & Hunger 2 Termina

I think it's easier with itch.io since they give you the whole folder already so you can find it much easier.

If you now have access to the game folder the next step is to download the TY_ModLoader.js file and open it in a program like notepad.

 This file is used to tell the game what mods to load, but the most important part is that it also contains a tutorial in how you should set up your mods.

Let me know if you managed to get the mods working on your side.

Cheers!

I'm very sorry for taking so long to look at this.

In your first screenshot you don't seem to have added the "TY_ModLoader.js" file to the "index.html" contents.

At the top of the "TY_ModLoader.js" file the first tutorial step mentions adding a specific line to the contents of the"index.html" file.

But if you did do that and it still doesn't work let me know and i'll try responding faster this time around.

Late response but you shouldn't need switches in order to gain items.

Plus the skin bibles themselves are only meant for reading, as they don't seem to activate anything in-game.

Ritual circles and engraving might be tied to god affinity instead.

Only thing i could quickly find was this example of a soul being given in game after a battle.

They are switches.

I know it's probably early to ask for this, but will there be more packs in this exact style in the future? I really like it.

I'll keep that in mind for the next mod update.

It will have to wait a bit though since i'm currently working on my own game.

Thanks for the suggestion!

Can you show me the following files by making some screenshots of them:

- TY_ModLoader.js (to know what mods you are using)

- Index.html

Also, just to confirm is this the mod in question? https://www.nexusmods.com/fearandhunger2termina/mods/49

A new mod which lets you enter the hexen from the menu is now available.

It will also not advance the time

This has been fixed, along with other mods which were suffering from a similar issue.

Thanks for reporting this issue!

I'll look into this a bit later, items being given only 1 time sounds doable.

And by items being given at a slower pace i'm not sure what you mean by that?

Sounds strange, but in order to help you i need more details of what's going on.

When you say it clashes with the lucky coins and soul stones mods does that mean you either get a different item, an invisible item or no item at all?

And as for the detailed equipment stats i'm not sure what could be wrong right off the bat, so this might require some screenshots to get a clue.

Thanks for reporting these issues!

Unfortunately i'll have to delay this request for a bit since s0mthinG's request ended up taking me a bit longer to finish.

The game can't show you all the skills at once since there's not enough display space.

Use your up/down arrows keys or w/s keys to scroll inside the window that displays your skills.

So the mod to gain skills works in F&H1, but not in termina?

(1 edit)

I'll try giving it a look tomorrow to see if i can do it too, otherwise i'll leave it for the day after.

Sure, i'll do it after i take care of s0mthinG's request.

Sure, i'll take you on your offer.

But i got a couple of questions.

1. Since the two games are pretty similar do you want this to be done for the both of them?

2. What classifies as "incoming damage" in game? 

The only thing that comes to mind is the enemies that can shoot you in the overworld in Termina.

 But since i don't play the games that much i might be missing something.

3. What would be affected by this "game clock"? 

For instance for the first F&H game i can understand that it may have to do with le'garde, but again, i need more details here.


If you want to you can contact me on discord so we could talk more: tobyyasha

Could you provide a screenshot of the issue?