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warspiteful

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A member registered Sep 27, 2020 · View creator page →

Creator of

Recent community posts

Thank you!

Just giving a heads-up that I ran into an error when going to Iris during the boat confrontation. I copied the error message here. Doesn't break the game - I was able to ignore it - but just wanted to let you know. Also, spoilers:




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Is going to Darryl a guaranteed death? From the sound effects played, it sounded like there was supposed to be a magic check. However, I didn't see any pop-up display anything.


Besides those hiccups, really amazing story - I'm looking forward to the final product!



Error Log:

[code]

I'm sorry, but an uncaught exception occurred.

While processing text tag {/b} in u'{/b}Iris!{/b}'.:

Exception: u'/b' closes a text tag that isn't open.

-- Full Traceback ------------------------------------------------------------

Full traceback:

  File "e_010.rpyc", line 2559, in script

  File "renpy/ast.py", line 715, in execute

    renpy.exports.say(who, what, *args, **kwargs)

  File "renpy/exports.py", line 1417, in say

    who(what, *args, **kwargs)

  File "renpy/character.py", line 1219, in __call__

    self.do_display(who, what, cb_args=self.cb_args, dtt=dtt, **display_args)

  File "renpy/character.py", line 871, in do_display

    **display_args)

  File "renpy/character.py", line 621, in display_say

    rv = renpy.ui.interact(mouse='say', type=type, roll_forward=roll_forward)

  File "renpy/ui.py", line 298, in interact

    rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)

  File "renpy/display/core.py", line 3276, in interact

    repeat, rv = self.interact_core(preloads=preloads, trans_pause=trans_pause, pause=pause, pause_start=pause_start, **kwargs)

  File "renpy/display/core.py", line 3792, in interact_core

    self.draw_screen(root_widget, fullscreen_video, (not fullscreen_video) or video_frame_drawn)

  File "renpy/display/core.py", line 2521, in draw_screen

    renpy.config.screen_height,

  File "render.pyx", line 492, in renpy.display.render.render_screen

  File "render.pyx", line 263, in renpy.display.render.render

  File "renpy/display/layout.py", line 786, in render

    surf = render(child, width, height, cst, cat)

  File "render.pyx", line 170, in renpy.display.render.render

  File "render.pyx", line 263, in renpy.display.render.render

  File "renpy/display/layout.py", line 786, in render

    surf = render(child, width, height, cst, cat)

  File "render.pyx", line 170, in renpy.display.render.render

  File "render.pyx", line 263, in renpy.display.render.render

  File "renpy/display/layout.py", line 786, in render

    surf = render(child, width, height, cst, cat)

  File "render.pyx", line 170, in renpy.display.render.render

  File "render.pyx", line 263, in renpy.display.render.render

  File "renpy/display/screen.py", line 681, in render

    child = renpy.display.render.render(self.child, w, h, st, at)

  File "render.pyx", line 170, in renpy.display.render.render

  File "render.pyx", line 263, in renpy.display.render.render

  File "renpy/display/layout.py", line 786, in render

    surf = render(child, width, height, cst, cat)

  File "render.pyx", line 170, in renpy.display.render.render

  File "render.pyx", line 263, in renpy.display.render.render

  File "renpy/display/layout.py", line 1193, in render

    st, at)

  File "render.pyx", line 170, in renpy.display.render.render

  File "render.pyx", line 263, in renpy.display.render.render

  File "renpy/display/layout.py", line 786, in render

    surf = render(child, width, height, cst, cat)

  File "render.pyx", line 170, in renpy.display.render.render

  File "render.pyx", line 263, in renpy.display.render.render

  File "renpy/text/text.py", line 2050, in render

    virtual_layout = Layout(self, width, height, renders, drawable_res=False, size_only=True)

  File "renpy/text/text.py", line 608, in __init__

    self.paragraphs = self.segment(text.tokens, style, renders, text)

  File "renpy/text/text.py", line 1010, in segment

    raise Exception("%r closes a text tag that isn't open." % text)

Exception: u'/b' closes a text tag that isn't open.

Windows-10-10.0.19041

Ren'Py 7.4.6.1693

Royal Order Demo 0.2

Mon Nov  8 22:52:18 2021

[/code]

Hey! Thanks for the feedback, we'll make sure to work on the SFX for next time. A lot of your questions involved things that unfortunately ended up on the cutting floor due to time constraints - something I'll definitely practice working on and should be easier if I'm not learning everything on the fly. The castle has a health bar, but the heroes were also meant to have health bar. The idea, in theory, would be balancing aggro across the map. Time got away from me unfortunately, just the nature of these game jams, but happy you gave our game a try!

Hey, thanks for playing our game! The win condition were the pick-ups dropped by the enemies, but I totally get what you're talking about. Didn't get to put as much time into the win condition as I would've liked, so I'll work on time management for next time. Thanks for the feedback!

Aw, that sucks to hear. Glad you enjoyed the art though!

Hi, thanks for playing our game! Overscoping really bit me hard this time around,  so I definitely know what you mean.  We've passed on the message to our artist too!

(1 edit)

Ah, I see. That's intended, but I saw from the stream that someone else ran into that issue, so I'll take another look at it. As for the solution - from the raindrop below the orange heart, you can go to the right and take the upper drop, you can't get back to the left.


As for the six colors, it's because we noticed that there were arguments that Indigo didn't count as a color on the rainbow and ran with it.

Sorry to hear that. For post-jam adjustment, which part did you find difficult?

High score of 24! I really liked the sounds and the gradual zooming out after each round was a really cool touch. Sometimes, unlucky RNG would destroy me which didn't feel amazing, but I suppose that's part of the way things pan out.

The polish on this game is astounding, you really knocked it out of the park. Wishing you had the time to include keyboard controls, but definitely still an enjoyable game.

Shame about time sneaking up on you, but I appreciate the vision you were hoping for. I hope you expand on it post-jam and hoping to see you again in another TriJam!

Really nice aesthetics (I loved the effects when the right and wrong blocks reach the end). Like what everyone else has said, it's a little lacking in depth (and I'm not personally a big fan of mouse controls) but definitely a cool concept.

Not sure if I'm playing a new build or not but the colors on the door remained after I died unlike everyone else's experiences. I enjoyed the first level and the sound effects, but the platforming in the second level felt a bit grueling and tiring to get through. However, the game itself is solidly made. Props to you guys!

Super cute aesthetic with a lovely idea for its mechanic. Great job!

Nifty idea and I love the music + SFX choice. These types of games aren't usually my cup of tea, but it's really solidly put together.

Agreeing with Spielsieb.  As it is, it's a bit confusing but the basic idea of clicking the raincloud to keep the rainbow around is a solid basis. Communicating the mechanics to the player and perhaps adding puzzle elements to the mix to make gameplay engaging would go a long way.

(1 edit)

Fun game, and the bounce mechanic was a cool touch. Agreeing with other posts - It took me a hot second to figure out what color stacked on top of blue since I wasn't used to the light blue, although the sizes helped to communicate some of the directions; the big colors would also sometimes block the entire path and resulted in an unavoidable death which was frustrating. However, I enjoyed the game a good bit and completed it!

Thanks for playing!