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zonkedHistory12

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A member registered Dec 06, 2022

Recent community posts

Some keywords for you wine / proton, bottles / lutris, which make creating a native linux build a waste of developer’s time.

Any chance for a free demo?

Any plans to release full version on itch or will it be steam only?

(9 edits)

Feedback after completing all content as of 0.3.0.1(bugfix) (apart from Nina’s competition, since I can’t get it to trigger; previously played first release on itch):

  • game leaks memory - RAM usage keeps increasing with time, e.g. initial 2GB turned into 11GB after 6 hours
  • time system - personally find it unnecessarily detailed, and that simple times of day (morning etc.) would be better
    • conditions for many events are way too obscure (time, place, harvest period etc.) and some really can’t be deducted from previous events which makes in-game guide mandatory and that’s not good
    • schedules are congested on certain hours (e.g. 3PM, 4PM) and mostly empty on others (e.g. 5PM, 8PM, after 10PM) - these are probably placeholders for future activities, but this heavily detracts from gameplay quality right now
    • it would be nice to have more filler activities other than 3-ish there are right now so spending time could be done without the phone feature (dates with characters are a nice addition)
  • story
    • having someone proof-read would go a long way, as would dropping time specific parts (e.g. MC saying ‘tomorrow’, but I got to it 3 in-game weeks later)
    • more (randomized) variation in dialogue lines for repetitive events would be very nice
    • overall story is fun but some stages for some characters are too disconnected and too ‘out-of-nowhere’ (I think Nina’s story suffers the most)
    • some stages stretch too much in time, e.g. since you discover Mabel’s secret she should be on the offensive, not wait for you to catch her again and again (and waiting for another in-game week is annoying), or act quickly with Daisy, as she could have gone cold and hesitant in time for next corn harvest
    • progression of newer added content is too reliant on a previous content, e.g. you basically have to complete most of Daisy’s content to access the new stuff
  • relationship mechanics
    • AP is very imbalanced - both of my playthroughs ended with Anna and Daisy having very high AP (as it easy to get with normal gameplay flow), while AP for some other characters has to be artificially grinded
    • there could be more small, simple, organic (optionally randomized) interactions with characters (e.g. conversations), which would count towards AP and make characters more interesting
  • gameplay
    • farming is cool, but becomes a bit annoying in longer gameplay without some automation mechanics (e.g. crafting a sprinkler scroll)
    • all forms of QTE are nice and hopefully there will be more forms of minigames in the future
  • art
    • Quality.

So that’s it, I hope my impressions will be helpful, anyways good luck.

First two commands are one-time use; the variable is important; you have multiple options for last line like adding alias in shell rc, exporting variable in shell profile or creating .desktop file

Treasure of Nadia is also on GOG.

Game got added on steam recently as early access, newest version is 0.91112 so it’s not far from full release. These here are old versions that serve as demo.

Common issue with RPG Maker games; navigate to directory with nw binary

mkdir fonts;
echo '<fontconfig><dir>/usr/share/fonts</dir><cachedir>fonts</cachedir></fontconfig>' > fonts/fonts.conf;
FONTCONFIG_PATH=fonts ./nw
(1 edit)

So, how do you progress in Vitaen ruins? I’ve tried plenty of stuff and I’m out of ideas (moved stones, circle does nothing)… also fishing on island resets sprites of party to default Yoshiko only and there’s no way to return from Odyssey when taking boat in harbor north-east of ruins.

Just run it with wine (bottles, proton etc), which is as good as most native builds.

(1 edit)

Which AV? nw.js (official site nwjs.io) is used for running standalone webapps and is used by RPG Maker games such as this, however following search engine results someone recently also used it to create a miner trojan so it probably made its way into your AV’s blacklist altogether.

Can you directly upload to itch (since game’s less than 1GB) or link to the mega share from patreon instead of torrent (no seeders)?

Small issue: controller doesn't work with linux 64-bit version (possibly 32-bit version) at least in version 0.031.45 (haven't played newer yet, but devlogs don't mention it) - verified that controller is properly recognized as /dev/input/js0 and works in test program and some other games, mice & keyboard work; also small balancing issue (or not, depends if intended): right now bow has no cooldown between shots and staggers some enemies, so it's possible to oneshot rabbit girl

(1 edit)

Dug up a log from one of the crashes:

While running game code:
  File "game/900_GAME.rpy", line 31, in script call
    call navigate() from _call_navigate
  File "game/400_interaction/410_navigator.rpy", line 178, in script
    call screen navigate()
  File "renpy/common/000statements.rpy", line 569, in execute_call_screen
    store._return = renpy.call_screen(name, *args, **kwargs)
  File "game/screens.rpy", line 243, in execute
    screen quick_menu():
  File "game/screens.rpy", line 243, in execute
    screen quick_menu():
  File "game/screens.rpy", line 248, in execute
    if quick_menu:
  File "game/screens.rpy", line 248, in <module>
    if quick_menu:
NameError: name 'quick_menu' is not defined

The performance hits probably occurred at the boardgame  (running pathfinding, etc not ideally)

Yeah, that could use caching and similar optimization techniques and that's a kind of thing where you would really like to use  godot or unity which come with set of already predefined functions for this and are better suited for the type of games you make and could speed up development significantly, however either requires some time to learn, but that's up to you; Anyways keep up the good work

(3 edits)

My personal feedback having completed the game yesterday (Spoiler Warning)

Quick: enjoyable game (quality visuals), however it would do it good if you could apply some final polish (gameplay, game's performance - great candidate for 1.0 release).

In detail:

  • story and characters were mostly spot on, maybe apart from Iliana being too agreeable, not malevolent enough and too passive throughout crucial parts of the story (the nightly mirror image seems not sufficient)
  • gameplay economic aspects (played on normal) are not quite well balanced - early crafting and gold squeezing is fun (supply chest could be one time use, with everything x3), but after Nyx's arrival, acceleration is too rapid, to the point where there's plenty of story left and gold is mostly useless (shop prices are marginal), there's way too many gems and some items are positively dead (ex. fragrances, gold bars / nails); pity that some unique items from shop are not used at all
  • dungeon gameplay is ok, if there were more floors (generic ones) with loot more spread between them it would help balance economics a little
  • portal gameplay is unfortunately weak, as said before, way too many gems, so no point in moving them when you can always reinforce; personally think queen should be attacking (with appropriate power) from the moment she finds out about moves in portal space, this would spice things up, add depth, prevent excessive stacking before enemy contact (only lost some fields on the first night) and not make Gwynn's boosts such a power creep (they could also use a little tweaking down - all of them are a bit too strong); the gold chests are not really necessary and something like extra gem after takeover would be better
  • extra puzzles - first two castle maps are ok, latter are too tedious (skip button used); riddles as riddles are - hit or miss, enough simple ones to get 4 of them right, but I think other type of puzzle would be better
  • other gameplay aspects - Gwynn's researches unobtainable outside of storyline shouldn't appear in menu (wasted some time getting those extra scrolls); conditions for some events are a bit too specific and obscure (using walkthrough was necessary) so they could be broadened a little (ex. longer timespan) or mirror could give some advices in that regard (and not be mute as it is right now)
  • game's performance - gameplay portions and some menus lag a little (nothing too unplayable) on my laptop (low-end one, however it doesn't have trouble running more demanding titles), and unfortunately this could mean that current game code needs some optimizations or just ren'py is sub-optimal for this game (I think godot would make a great alternative); I also crashed a couple of times on scrollback and quickloads due to variable 'game_version' (or some other variation of those words, sorry didn't copy the log) being used before its declaration in some 'if' clause

Anyways, thanks for making the game and take this feedback as something to hopefully help with your future game development.

That's a valid concern and I did miss the https://meta.miraheze.org/wiki/Dormancy_Policy but looking at it now there is whole section on exemptions from those rules, specifically for read-only oriented wikis, with a whole list https://meta.miraheze.org/wiki/Dormancy_Policy/Exemptions ; looking at them (there are some game wikis and even an eroge one), if asked nicely, ToA wiki definitely makes a valid case for an indefinite exemptio

Don't know if you're still looking, but anyways, here's a relatively big list of possible options https://www.mediawiki.org/wiki/Hosting_services and out of all of them https://miraheze.org/ seems to be the best fit (it's free, UK-based and should be ok for the most part; also I'm in no way associated with them I just want a nice wiki for the game)

Here are some links for your careful study with some thoughts after a quick read:

ToS - https://meta.miraheze.org/wiki/Terms_of_Use ; fairly standard stuff (nothing prohibited by UK law, no responsibility for incorrect info in user's content, some administration on their part, etc)

Privacy Policy - https://meta.miraheze.org/wiki/Privacy_Policy ; typical stuff for any hosting provider (stuff like sharing some rights to content to provide service), same as Fandom, non-registered content edits show IP address and registered show username

Content Policy - https://meta.miraheze.org/wiki/Content_Policy ; this should be most carefully scanned

  • point 1. seems to target e-commerce, quoting "However, you can have limited fundraiser-type sales or provide an informational site supporting a commercial activity (for instance, a wiki describing characters from a commercial work of fiction)." so links to other platforms (ex. patreon) shouldn't be a problem
  • point 4. someone has to admin wiki but I presume that was already a thing
  • point 6. I don't believe game's ambigious on this front
  • after point 13. default wiki content license is CreativeCommons but can be changed to non-permissive licenses etc, more here https://meta.miraheze.org/wiki/Help:Changing_your_wiki_license
  • and very relevant section of rules for NSFW stuff
    • main page has to have entry popup that wiki is 18+
    • no explicit images on main page
    • explicit images on side pages should be "where possible" collapsed by default (yay, no more blurred images)
    • there's also sentence in bold font, that subdomains and site names shouldn't be explicit - I think both ToA or full name for domain shouldn't be an issue, as for side pages it shouldn't be too hard for admin(s) to set custom URLs that are safe