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Sojourner

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A member registered Mar 21, 2020

Recent community posts

Nope. If the Brute took 2 damage, it would be a different result. I tested it a couple times on different enemies.

There's an option under settings to disable dice roll btw. :)

BUG REPORT:

Armorer's "Shield 1 smith" ability's base 1 shield doesn't stack properly with the Brute's 2 selfshield from "2 damage selfshield".

Steps:

1) Use "Shield 1 smith" on Brute, Brute gains 1 shield, +1 to "2 damage selfshield".

2) Use "2 damage selfshield" (now became a "3 damage selfshield") on enemy.

What I expect to happen is:

Brute gains base +1 shield, and a +1 to the "2 damage selfshield", so after Brute uses it, Brute should do 3 damage and have a total of (1+3 = 4) shield.

Instead, what actually happens is:

Enemy takes 3 damage, Brute ends up with 2 shield total.

The +2 selfshield replaces the earlier base 1 shield the Brute gained from "Shield 1 smith", resulting in a total 2 shield.

Not only should the additional selfshield be added rather than replace the existing shield, since "smith" is defined as " +1 to damage and shield sides this turn", shouldn't the Brute's "2 damage selfshield" just get boosted for everything, including selfshield amount, when it gains a +1 from smith? Since the whole point of that side is that it's a simultaneous increase to both damage and shield.

Bug Report:

During the talk with Siruud on first return home from the office. In regards to his comment about mutual murder not possible, if the "And how do we know that, mmh?" is chosen, and then one of the side menus is opened (e.g. saves, but no saves were loaded), and then clicked the button return to the game, the content of the text will change to something corresponding to if the third option about not knowing that the PC can't kill Siruud was chosen instead. Also the next choice after that, if Siruud offers to let the PC try to kill him, and "Are you insane?" is chosen instead of taking him up on it, then the transition at the end "But that doesn't solve our problems" (don't remember exact wording) is clicked on, the following passage always leads to "I knew you couldn't", as if the PC had actually tried to kill him (even though such an option was never chosen or described).

Hope that's not too confusing to read. Best I can do to be extra clear on what option I was talking about. It's late and I've been up all night.

Will follow up on more feedback when I can. The game hasn't appeared to have been updated in a year. Would love to read a complete project. Please finish it.

The roleplaying choices offered are great. That's always been the most important quality in an RPG like this, and I'm mostly satisified with how they allow me to play the character I want. I am a little unsure about the distinction between  the "intuition" and "logical" choices that popped up only once though. Is it something you're considering adding that's going to force me to choose a path in the future? Sometimes people can be both good at reading microexpressions and understanding emotions as they are at reasoning and analyzing something logically. :)

The romance options are also quite decent, though I really do wish I could choose August's gender, since it's masculine qualities that really attracts me in a romantic partner. That will be especially imperative later on during the sex part of the romance. Kosta's nice too, but he's too much of a hothead. So far, the way August can be both soft and supportive to the PC, as well as being a strong, coolheaded and dependable leader really checked all the right boxes for me, and the strong rapport and unspoken understanding that the two of them shares on top of everything... August would be the perfect choice for me, if he was a "he".

Anyway, all this feedback is to let you know, your game is greatly appreciated. Please update. Really looking forward to finishing it some time.

Absolutely! Before I realized I had lost an entire Saturday afternoon to it ;)

Thanks for making and sharing this game with everyone!

(3 edits)

Bugs:

The skill Guardian Spirit appears to be bugged. Sometimes it will say in the log "The warm aura of your guardian spirit heals you for X health" but the color of X will be red instead of green. A calculation of the total healing and damage shows the numbers do not always add up, and any red colored "healing" seems it might sometimes be deducted as damage instead. I wonder if this is affected by how much willpower the PC has. If the PC has 0 willpower, will this affect how the ability works?

Suggestions:

1. Showing actual numbers for things like current/max enemy health, player total critical hit chance, dodge chance, etc. would make it flow a lot more smoothly and make strategic considerations easier. Right now for the close fights, I have to keep manual track of the actual numbers for current enemy health by doing mental math for every turn. It slows things down and breaks the flow.

2. Allow for a way to sell or otherwise get rid of unwanted equipment/items, perhaps converting them directly to points when thrown away, instead of piling them up in the inventory right now. It makes finding the actual upgraded equipment that much slower once the items build up.

3, Is it not possible for Double Strike to actually critical hit or trigger weapon effects such as vampirism? If so, it would be nice to have that stated in the description. Details like this have an effect on the overall strategic decisions such as what to choose when leveling up, and what attributes and gear to go for. Of course, right now the overall strategy is limited, but it could be nice to increase the variety and depth through increased items and skills in the future.