Did you encouner any bugs? This is the place where you can share them with me!
When posting a bug report, please provide as much detailed information as possible - it will help me to figure out the underlying problems.
Thanks!
Roguelike in which you decide what enemies and loot you'll encounter · By
Hi there! Really digging the game & aesthetics - here's a brief list of a few things I encountered while playing. Some are bugs, others suggestions, but thought putting them all in one post would be easier for you.
Computer Specs
iMac 2013 - 1600x1200 Windowed - Medium Quality
Character Movement
- When the character moves in any direction, he seems to exhibit a consistent stutter, almost like a fast shaking.
Gun Reload
- When I shoot a few rounds and then reload, the magazine sparks twice to indicate the character is reloading. However, it feels a bit like a glitch or delayed muzzle flash. Maybe a different animation would be better there? Just an idea! Thought it was a bug until i realized what was going on.
Music
- On the first level, the music doesn't start until my first bullet hits the first enemy.
- By the second level, there's no music anymore, nor for levels 3,4 and so on.
Water surrounding the island
- Not a bug and more a suggestion, but I think when the character falls into the water, he should either die, or receive a lot of damage to incentivize players to get out and keep fighting. As it is he seems to only get damaged when enemies are on the field? Might be wrong on that one.
Ammo Indicator
- The game makes you think you start with let's say, a total of 48 Uzi bullets by indicating a 24/24. But in reality, a player can continue shooting and reloading forever (as I understand it). This is a bit confusing and might just make more sense to have a single number indicating how many bullets you have left, with the number going closer to a red hue as the bullets run out. Then maybe a blinking red number when you're down to between 3 and 1 bullets? Just another idea.
Nuts & Bolts Indicator
Not sure what this does? I got to level 6 but didn't see a need for it? It's also not explained anywhere unless I missed something.
Gameplay
Overall it feels really smooth and something people would want to spend some time trying to beat. Have you considered building the maps so that the structures themselves are more "in the way"? Maybe giving the player more hiding spots and/or forcing them to user the geography a bit more creatively?
Good luck and would love to chat more about it in Discord if you have that.
Take care!
BLUE
Hey BLUE, thanks for posting! I'll look into the bugs after tomorrow's update. And here are some answers:
Nuts & Bolts Indicator - it indicates how much metal you have collected from destroyed robots. After each level, there is a chance for a shop to appear in corridor between islands. Here you can spend your metal on items, drones and health. The shop is guaranteed to appear every 3 corridors - or 2 if you are lucky. So the shop didn't appear at all till the Day 6?
Gameplay - the central area of the map will be populated with things like destructable cars and other environmental objects that can be used for player's advantage. It will be added in the future as I am currently making sure that core gameplay is rock-solid. So that I won't have any unpleasant surprises in development later on.
And yes, I plan to set up a Discord channel in near future - it will be announced in Update Log, so stay tuned.
I have a mini-ITX rack with
• Windows 7 Pro 64-bit,
• a Radeon RX Vega 56,
• an Intel Core i5-7600K with 3.8 gigahertz
• and 16 gigs of ram
and yesterday I tried playing Turbo Island Purger.
So I opened up the config window, mapped the gamepad buttons with XInput as best as I could, set the graphics to 1080p high quality fullscreen and booted the game up.
First problem right at the main menu where I could not seem to select anything with either the d-pad or the analog sticks or the buttons. So I resorted to using the mouse just to start a new game, except it just went on loading for one more second and then the game just crashed on me.
I then opened the config again and set graphics to 1080p low quality fullscreen and again, first no gamepad recognition and then tryna start a new game only for it to crash right away. I then set graphics to 720p low quality windowed and yet again no gamepad, tried starting new game, crashed right away.
Anyway, I did notice the latest update so far, so I installed the latest version and at first it did run.
It ran at 720p windowed with low quality and I again had my gamepad in XInput mode connected. First issue then was how the guy kept moving to the lower right; He did react to moving the d-pad and left stick, but when I let go, he'd keep moving lower right again. Also the buttons didn't seem to be mapped ?(
I did, however, find the pause button and the pause menu showed me the graphics settings which I set to 1080p high quality fullscreen right away; Then I closed the game to reconnect the gamepad and reopened it. But now, with graphics at 1080p HQ full, it keeps crashing on me again everytime I try starting a new game. I tried reopening it several times with and without gamepad and it still crashed upon tryna start a new game.
So I tried to delete and reinstall the game's latest version in hopes it would reset graphics, but it's still at 1080p HQ full and now, for the second issue, I can't for the love of me seem to find the config file that has the graphics settings written in it.
Hey, as I mentioned before - I am currently focusing on developing core game experience and cannot support your controller (but it's on my TODO list and will be done in the future).
Regarding your settings issue: if you are on Windows, you can go and delete all the content from this folder C:\Users\YOUR_USER_NAME\AppData\LocalLow\WolkGames\
If you are on Mac, go to ~/Library/Preferences folder, and delete a file named unity.WolkGames.TurboIslandPurger.plist
It should clear the saved graphic settings
Hey, thanks for reporting the bug. It's fixed in 0.7.0 version - which you can download here. Enjoy!:)