Fun game
xyncht
Recent community posts
I kept my first wielder alive through the entire game-- eventually Constanza Medici was winning battles against 30 year olds while well into her 100s. Perhaps I shall see if I can grant immortality in a longer run setting, but I am a little disappointed that despite going undefeated for a century I was auctioned off for a mere 450,000 florins.
There are several, but the general one is when you can no longer keep playing. This is because you are out of playable cards in hand and can't draw: there are no cards to draw, or you are out of gold, or your hand is full, and your hand is either empty or all the cards in it are unplayable (because there are no eligible tiles).
Would like a way to regain maximum health or approval once lost-- I get that I approved some DAC stuff but I also bought basically every street upgrade in the game and said no to Jack the Ripper and I still wound up with only 45/45 street health at the end. I probably got close to 100 wasted health past the cap, but oh-well :/ Maybe every 10 past your cap gives you 1 point back? Just an idea.
Newer Windows systems pretend that anything Microsoft hasn't whitelisted as popular is a virus (it pops up a 'security warning' message that suggests a risk of viruses from using software the megacorporation isn't aware of, which I've seen many less-sophisticated computer users interpret as a virus detection). I don't think there's anything you can do about it without specifically engaging with Microsoft or having the software become very popular, but it's true for most home-made games (e.g. the vast majority of games on itch) not by somebody with a well-established portfolio. If the game becomes popular the problem will fix itself. It's just a way to try and shut down independent development so as to further hegemonize corporate power.
It's possible there's some other thing it triggered for that user; I'm not getting a 'rarely used' security warning after downloading, but I'm not getting any warning at all so I'm guessing that's it.
Yeah, there's a code with the bunnies. It's harder to find than just beating the game, though, and it's not a super useful checkpoint because you still gotta go to the double jump bunny to use the code after respawning (Also I keep forgetting it and having to try a couple of variations when I respawn :'D). I think the game is small enough and has enough knowledge checkpoints to be fine without proper checkpoints, though (plus those would make me want a savefile and this game shouldn't have that).
Ok, I found the music note. It did not make music :( It did make the cat happy, but I think the expected progression may have been double jump-->flight instead of double jump-->triple jump-->flight like happened with me ^^; because if you have triple jump the only place in the game the music note works it's actually harder to use than just triple jumping up to the ledge, and you're gonna need moon walking either way. Personally, though, I feel like triple jump is way more guessable than music note, but oh well.
Went a different way and got goodbyed again :( I think it was the same room a different way. I think that means it's the ending. I heard in the comments there's music! I haven't found it yet! D: I will keep exploring (being careful not to win) and hopefully not have to use the walkthrough but I saw you posted one so I will keep that in mind in case.
At first, I was super annoyed (this is a common reaction I have to Sylvie's control schemes partway through playing). Then I thought about how the control scheme being so fundamentally different meant that although the game would probably be more frustrating than necessary for everyone it would be more more frustrating for me as someone who has a lot of experience with platforming games than someone who is new platformers or this kind of game (or games) in general, and I think it's kind of cool that the control scheme
gives people a more level playing field so that, although everyone of course still has a different perspective on the game, the thing that we are having a different perspective on is much more similar. This makes it more fun to share and talk about with my friends, who are not as good at platformers as I am, at least for me, because it makes it easier to understand their experience (for contrast, I really enjoyed the boss fight in The Witness, but I made it to the second phase on my first time playing it, which made the shift in the music dramatize perfectly with the gameplay at that point, but when I got friends to play it, only 1 ever made it that far and it took him like hours to get to phase 2 even once and at that point he was like 'yeah I give up' because retrying that many times when progress on the next part seems literally impossible isn't fun, whereas getting stuck until I realized my assumptions were again the problem was fun for me, because retrying took however long the first half of In the Halls of the Mountain King is. So we couldn't really talk about it in the same way). Lastly, I feel like Sylvie games are bringing together a pretty eclectic community-- a lot of the comments I read from people who are fans seem to be from people who love story games and don't really like platformers that much. So I think it's a particularly useful thing for this audience.
Anyways, the controls are usually initially normal, quickly become frustrating with the first few power-ups, and then you just gotta practice and get used to them (or don't and find a secret way around the platforming). In not only this game, but also Sylvie Lime and Funeral Song for the Elemental Lords, although the latter in retrospect wasn't nearly as frustrating as most of them (it was mostly just the swordfighting controls)
So, I had barely started playing and I had just got stuck and then after a bit the game said goodbye? It was right after the part where you flappy bird down and around an obstacle-- I was trying to figure out how to initiate a moonwalk in midair to continue rightward and I hadn't figured it out yet and either I hopped up to the next screen upwards or I pushed a bad button to push without knowing and that's when it happened.
After the update, shops work. Boss crashes with:
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RuntimeError: indirect call to null
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1) How are you generating these puzzles? If you are committed to them being low-quality, how are you handling duplicate solutions? Why is it possible for the king to be generated in check, but not for capturing the king to be the solution?
2) What's up with gold?
3) The game seems to crash when loading the first non-combat encounter, at least the two times I tried
4) A higher difficulty seems to result in less time to look at the puzzles, but have no effect on the difficulty of the puzzles generated.
5) Are all the puzzles just mate in one? It's pretty rare to find a mate in one puzzle that isn't immediately obvious-- most of the time they rely on some trick, e.g. you need to force black to mate you, it involves en passant, etc. Besides these 'gotcha' questions, mate in 1 puzzles can't be terribly difficult from a chess perspective, so your game will be deriving its difficulty from the time pressure coming up against things like lag and input device speed, which is usually pretty frustrating.
If I were to make a suggestion, it would be to pull the positions from real games and to give higher difficulties exponentially longer amounts of time to think, but linearly increasing puzzle depth. So if easy gets mate in 1 and 20 seconds, medium gets mate in 2 and 40 seconds, hard mate in 3 and 80 seconds, very hard mate in 4 in 160 seconds.