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VeryEasilyConfounded

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A member registered May 31, 2024

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Question: how do you get both endings? I've finished while at max reputation (or at least, as close to it as I can feasibly get, usually exactly one customer slips away on the last day), I've tried bottoming out rep, I've finished while below half rep, and two of those three things gave me the same ending while the third did nothing.

Question: is there a quest I gotta do before I can pull the sword outta the stone? I had over 2500 in both muscle and size when I tried, which is what somebody else said you had to have to pull it out, but I was still "too small and weak".

Yea, I totally get that, and I do admit that you've got a point when it comes to certain enemies getting comically large way faster than you. I think I just kinda ignore it since I spent a good long while farming to get 10000 sacrificed points in all of the stats, and having all of the skill upgrades I wanted makes a HUGE difference. Namely the Dodgy trait that makes you impossible to damage for four hits and Thick Thighs Save Lives which makes you literally unkillable twice over. Having those, alongside rapidly regenerating health, block, AP, and a little passive size growth just for the hell of it, it makes even some truly massive enemies do absolutely nothing as long as they don't use debuffs too much. Though honestly I could never tell the difference between any of the ego bet levels. Does doing the highest one make your opponent attack more often, grow faster, or just use particular moves more frequently or something?

Aight, so take this with a grain of salt, since I dunno if you're playing with active combat on, which in my opinion is way harder than passive, which is what I play on since I don't have a mouse and it makes things simpler.

Weaponry in this game scales hard with whatever stats affect them, but they are not made equal. Notably, the ranking (D, C, B, A, or S) determines how much damage you get from a weapon if you have a lot of points in the corresponding stat. Furthermore, not all stats are made equal. Bust, as a prime example, gives you tons of AP to play with, and lets you hit enemies with the wrath of god after using massive buffs and potentially even stealing growth from your enemies... but if you get hit, which is likely since bust doesn't make you fast, you get flattened at an impressive pace. On the flipside, legs builds let you go first and take twice as many turns as your opponent, along with dodging attacks, but if for whatever reason your opponent can debuff you, withstand your attacks, or is just plain too big, you get squashed. (Thankfully the Bard's Beak weapon from the blacksmith deals unholy amounts of damage and has an attack that seems to ignore armor, and starts at B-rank scaling I think? It's a lil insane.) With all that said, if you're finding enemies to be inordinately difficult, try switching up your loadout. I'm currently at 50 in every stat except for legs, which I cranked to 300, but I can take down the boss rats in the sewer up to floor 25, and those things are huge.

Also, I highly recommend unlocking as many things in the ability trees as you can, as soon as you can. The bust tree in particular has some crazy boosts, and I've heard that the Step skill from the size tree can win fights like nothin else if you're running a size build.

Thought I'd mention that Intensify, while very good at producing hilariously oversized opponents, is actually a skill that cranks up the values on any buffs both you and your opponent have. Thus, if you give yourself a buff right at the start of the fight (might I suggest putting ranks into the Jumpstart skill in the bust tree, it's very useful), then even if you encounter an opponent who spams intensify, they're basically doing you a favor.

I will admit that armor, proper block-providing armor that isn't either the weighted set or the leather leggings, is hard to use after you level any respectable amount. But that's kind of the point, I think: you start out super squishy and thus need all the help you can get with just surviving fights, which armor does for you. But once you get bigger, you rely much more on buffs and modifiers than armor to win fights, since 30 extra block from a maxed-out armor piece can be removed rather quickly by... well, most opponents honestly.

Lastly, yea starting a fight while there's a second potential opponent right next to the person you're fighting can break things pretty easy. I once had an issue where I got put into a second fight immediately after exiting the first one, and upon winning that one, was unable to walk, move the camera, interact with anything, or do anything at all besides open the menu to quit the game. Not any of the levelling or inventory menus, just the one that pops up when you hit escape. Watch out for that.

Had a similar issue with repeated crashes, pretty sure it was that exact error message as well every time, tried inputting that command and went on a dungeon run in the facade zone. Went pretty well for about three floors before I crashed, but the message just said "Fatal error!" and nothin else. So... it's different errors I guess? Notably it crashed right as I was landing an attack in combat so maybe it was just unlucky.

For the demo, it seems like sometimes you can see the guard's vision cone fading in, but most times you can't see it at all. Also, might be nice to see which guards still have donuts on 'em without having to clock everybody out again to double check. Other than those lil nitpicks, very very cool stuff, will likely put my 10 into the kickstarter once I've gotten myself more gainfully employed than I am currently.

Y'should just be able to hit the "read more" line right under the prompt at the top, and that'll summon a "run anyway" button at the bottom. Lotta itch games will want you to do that.

Aye, question: when I transfer old saves to a new version, i.e. 6.2 to 6.3, I just copy-paste the saves folder from the old version into the new one, which does transfer the saves, but even though I'm opening the 6.3 version, the saves are listed as still being in 6.2, and I'm unsure if they actually run on 6.3. Is there any way to force them to update or transfer versions or something?

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I may be stupid, but just after getting Fress to join the party, they mentioned visiting someone (think the name was Adipe?) up in some mountains somewhere, but... I dunno where those actually are, don't think there were ever any explicit directions. West is the shady part of town, east is the beach, north is the mage's guild, and south is obviously the exit to town, but trying to leave that way has Phage say "I should " and then back off. Am lost, please assist this directionally challenged fool.

Edit: turns out I am definitely stupid, the exit was literally right outside the mage's guild on the left. Ran over there when it was closed earlier, just assumed it was still closed for some reason. On a completely separate note, how do the attunements work? I used one but it didn't visibly do anything, nor did it consume the item in the attunement section.

behold the stats! for some reason trying to take a screenshot without the taskbar at the bottom would render the image unable to save, but the health total was 517 if that matters. As for scaling, everything was set to 1 except for legs, which got turned waaaaay down to 0.29, and booty, which was all but minimized. In hindsight (ha, hind) booty probably didn't matter for purposes of getting unstuck, but it was kinda hard to see past it considering the leg size.

Aye, that did the trick. Interestingly enough, despite having over 700 in bust, size, and legs, legs was the only one I needed to turn down to get things working, though I did turn everything down while testing to see that teleporting while having dramatically oversized legs does in fact shunt you a lil further into the ground with each teleport. But hey, it's fixable!

Got a problem: used one of the save points to fast travel to the uptown area just before the bandit boss, but for some reason I got stuck in that spot and couldn't go anywhere. Tried teleporting to the town square, same deal, couldn't move more than a half-inch away from the save point. Ported back, still stuck. Then ported one more time to the facade dungeon entrance, fell through the floor into the abyss. Quit, tried porting somewhere else, turns out no matter where I go, trying to get unstuck will send me through the ground. Anyone got advice on how to fix this, or do I have to say goodbye to the save? If it helps, I'd just eaten like 18 of the fruits from the botanist lady so I was pretty big, maybe that broke something?

I encountered that as well, but only when I fled a fight, and it fixed once I quit the game session and came back.

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Found a bug(?), maybe two. Firstly, when killing boss enemies with special drops (i.e. the giant rat with their key to the first-floor sewer door, major bosses with superior ability crystals, etc) if you quit without saving after beating them, they can effectively be registered as "defeated" even though you didn't save, and thus won't spawn again, though their drops will be removed from your inventory as you didn't save with those. With that said, does anyone know the code to spawn in the orange and black dragon-lookin champion, Champion Miko I think it was? As for the second potential bug, the aforementioned champion enemy would frequently spawn in front of the alchemist's shop in town blocking the door, along with another npc named Sahara who had default dialogue, and it feels like neither of them were meant to show up there.

Edit: speaking of the giant rat, or rather the Unusually Large rats that replace her once you beat her, if you target any of the supporting rats that they bring to the fight, the ULRat will gain a significant amount of size when they (the supporters) die, even though there doesn't seem to be any skills activating. I'd assume it's something like the Grow on Defeat ability, but it doesn't show anything like that proccing. Might be because I'm fighting in passive combat rather than active, but iunno, thought it was worth mentioning in case that isn't supposed to happen.

Edit 2: okay, so it was Champion Maki, not Miko, but either way it just turns out that her spawn conditions are as unknowable and unpredictable as my sleep schedule. Again, for how massive she is, spawning directly in front of the apothecarist's shop door in the starting zone feels very much unintended.

Two questions: firstly, is your base cocknballs size determined by your max ego, and if so, is there a way to tone that thing down without losing a ton of fights? I've got over a hundred and fifty points in legs, yet my entire lower half is still swallowed by balls. Second: the weight stat is obviously influenced by many things, whether it's weighted armor pieces, size, or most obviously fat, but I don't actually know what having high vs low weight does. Anyone know the answers?

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Okay, I may be extremely stupid, but a problem I ran into while messing with settings was that selecting fullscreen would make the game's window so wide that the setting to undo my actions would be off the screen and thus unreachable. Might be something with just my terrible hardware, might be something that can be observed elsewhere. Current attempts to fix the issue by deleting the saved settings did not prove fruitful, so I'm gonna check if deleting the whole-ass game folder and reinstalling, then pasting the copied save back in does the trick. Will update with results. Update: somethin went wrong and I had to start the save from scratch, but I did get the screen to finally be the right size, so there's that.

Yeesh, I was planning on doing that at some point just to see what the last perk is, never got around to it. You remember what it was?

Iunno if it's supposed to be quite that powerful, but I got similar results when using divine lance on basically anything other than the dragon isles final fight. The skill hits like a bus, which is probably why it has a 5-ish turn cooldown between uses. Also, as far as balance goes, I wouldn't worry about it. Even without going to the debug room and getting cheat weapons, it is braindead easy to make every combat encounter a cakewalk: Just get the growth spurt crystal, stand next to a save point, spam the growth ability to get seeds until you run out of mana, hit the save to refresh your mana, repeat until you have several hundred seeds, go to temple and crank devotion on a party member of your choice, then equip the crystal that gives devoted strike on that party member. Congratulations, you can now deal upwards of 800 damage with your basic attack on every single turn with that party member.

Righty, seems like it should be simple but I haven't found a fix yet: for some reason, whenever I attempt to use any growth action, whether it's any of the explosion abilities or even just a potion, I am instead getting negative growth, which is obviously the exact opposite of what I'm lookin for. Fat, muscle, legs, and bust all go down when they're supposed to go up, BUT size works as normal, even seems to go up faster than normal. I'm assuming this is something screwy from when I had equipped the size sword, since that was listed as an effect, but I unequipped it and the problem persists. Any ideas on how to fix it?

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It worked, and I thank ye, but now that brings up one last glitch(?) and I don't even know where to start with this one. Post-giant rat, opened the door in the sewers, and it's the real town smith in there. Cool and dandy. However, for some reason I managed to get him into town and selling me stuff before I did what I assume was supposed to be the introductory step of his quest, by finding the smith's key, later beating up the false smith, and then just talking to the real smith repeatedly after hopping into a dungeon or something to make time pass. I can only assume that I performed some sort of jank sequence break with all of that? Oh, and as an aside, I figured out what was up with the whole "knocking people down and having them continuously fail to stand up for the rest of the fight" thing: inflicting the stunned effect from weapons like the skillet says that it prevents movement, and in passive combat, status effects seem to be pretty much permanent within the combat instance, and the stand up action likely counts as "movement", so the action gets attempted and immediately fails without clearing the condition. So only maybe a glitch on that one, though probably still something that should be addressed, since stun+knockdown can win literally any fight right now if you're playing on passive, thus making the skillet+piledriver combo somewhat game-breaking. 

Not exactly sure how/where to input that command, since the only thing I found was the "debug" option in the keybinds section of the settings, and pressing that didn't appear to do anything. Also, updates for other things I found: the ruins(?) dungeon does in fact give you the emergency exit item even though the physical ladder is gone, so that's good. Tried out the cave dungeon and found that you can only leave every four floors, and that it does not give you the emergency exit items, but I swear I remember it being addressed in the next update's changelog somewhere, can't find where though. Though I did find another issue that seemed to only pop up in that cave, that being that while using passive combat, attempting to attack more than once in a row too quickly would cause the animation to either not play, or stop after playing, effectively locking the encounter and forcing you to quit/flee, though often it wouldn't even let me quit. Seemed to pop up most often when repeatedly using the fryup action from the skillet. Lastly, I've not tested it much, but after using two rock meat and one thing of fries while in the cave, I was able to take partial growth bonuses accumulated in combat, i.e. from the fryup action, out of combat and into other fights with a massive headstart. No idea if it's something to do with the food system as a whole, that cave in particular, those items, or what, but that's what happened.

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Gotcha. By the way, upon further investigation, the whole "being unable to leave the ruins dungeon thing" has a bit of strangeness to it: you can leave while on floor zero, as soon as you walk in, hitting the ladder to exit like every other dungeon. That ladder then disappears upon entering any deeper floor, which I am unsure if that's intentional or not. Also upon further thought, I haven't tried the auto-escape items you get in the inventory while in there, so I'll do that later and update. Oh, and one last thing: the giant rat in the sewers is obviously supposed to drop the giant rat key, and I assume that it is after beating them the first time that they get ported to just outside the well entrance where you can fight or recruit them. Unfortunately, I fought and beat them, then returned to an earlier save from before the fight, removing the key from my inventory but also removing the giant rat themselves from the well, thus making the key unobtainable. Pretty sure that's how the chain of events worked, anyways. Any other possible ways to get the key, or am I screwed?

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Found something, or rather a few somethings that have gotta be bugs: Firstly, the dungeon area just a stone's throw to the right of the crystal covered area (think it's the ruins?) doesn't have a way to leave once you're inside unless you intentionally get whacked and respawn outside. Secondly, talking instead of trading with the apothecarist lady upon entering will initiate a fight with her, which is probably not supposed to happen (considering her only moves were magic that replicated the effects of her potions... and unarmed, 2-damage attacks), but all of that pales in comparison to the fight with the lich at the end of floor 3, where upon hitting the guy onto the floor with the piledriver, he spent the entire rest of the fight taking the Stand Up action, only to flop directly back down onto his ass which was bigger than the rest of him. Extremely funny, no way in hell I should've won that fight, especially considering I was trying to get killed at that point. Oh, and this is on the free version as of 6/24/2024, so maybe this is all not a problem on the party version, iunno.

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located a bug: after simping for Ethrex twice and becoming a demon, refusing to go for thirds will consistently (though temporarily) render him headless. Also, not sure if it's a bug or not, but Codex's Passion currently reads that it's supposed to give you a percentage of your health back, but I would only get flat numbers returned (i.e. a 2% regen while having 1300 max health only boosting me by exactly 2).

I didn't count em, but there's a respectably sized selection available. Plus, there's a message once you get em all, so you know when you can finally stop mashing the z/enter button. Takes a while though, and as far as I can tell you don't get anything special besides the plushies themselves from sittin there and doing it, so only bother with it if you really care.

got this error as well, tried your fix, worked like a charm. Yer a lifesaver, pal.

far as I can tell, devoted strike is basically a variant of the basic attack that changes it to boost your tp-power more when you attack with it compared to the regular attack, while also scaling off of both your usual attack modifier and your devotion value. To explain that better, devotion makes attacks with green icons (like devoted strike) better in general, while devoted strike in particular has damage scaling off of both devotion and whatever the attack stat you have is (so if you give it to valorie, it'll be endurance + devotion, I think?).

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Just finished the haunted mansion quest for the first time, talked to Sophie to see what upgrades were available and noticed there was enough for exactly one, decided to go bottom up and fix the basement. Went down, accidentally found the door down there that leads to "Rivith's Anchor", saved before moving on, couldn't move forward, and trying to leave brought me to a flesh room that I am *certain* I'm not supposed to be in yet, that crashes the game. Am I screwed?

Anybody know how to fix the visual errors that make all the textures go outta whack?

Just beat the game up to the two sigils as a fighter, though I dabbled in magic a bit (side note: a hint somewhere on how to pick a class would be nice, as I went all the way to level 10 before searching the FAQs, finding nothing, and then sifting through the forum to figure out where the class change mechanic was). There's spots here and there that feel like they could use a lil cleaning up, but overall I enjoyed all of it except for one teensy lil part: the balance.

The balance is just. Not there. Even just when comparing weapon types for the same class, a hammer (or equivalent heavy weapon) is almost always going to be just plain worse than a sword (or equivalent, you get the point) that can output WAY higher damage in a shorter timeframe, with the only situations where a hammer is warranted being when you want range, or when you want to cheese most fights. The cheese is simple: any enemy besides the slime diva and large golems can be sent across a room by the charge attack of a heavy weapon. This is how I beat the entire game with an atrociously unbalanced character, putting every single point into strength: it doesn't matter what my stamina, magic, or health are if nothing (besides golems) can touch me, and I atomize nearly everything in range in two seconds or less. All of that isn't even getting into the magic weapons. I didn't use any skills besides recovery, since stomp is just a clunkier version of a heavy charge attack, shield bash is unnecessary since targets don't need to be stunned if they're minced, and everything else was either underwhelming or also unnecessary.

I liked this game a lot, I really did. I'm lookin forward to the updates, even. But it felt like nearly every fight besides slime diva had the same "easy win" button. Even the enemies seemingly designed to make you switch up your approach, the blightwoods, can be bumrushed the second they stop attacking to suffer the same fate as every other enemy in the game.

The hound fight is without a doubt extremely brutal. I got through it by swapping all accessories to max out defense, using root at the start of the fight, then just spamming unload and heal powder until victory. As for the confuse effect, you just kinda have to hope that doesn't proc. 

tried lookin up a walkthrough on the hospital looping rooms section, couldn't find one, but I am completely lost and unable to progress. Found the alarm button and the cake room (if that one's important), not much else. Anyone know what I'm still missing, or am I being a total smoothbrain here?