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A jam submission

EtherwestView game page

Like Recettear and Moonlighter.
Submitted by Wierdox (@real_weirdox) — 2 days, 20 hours before the deadline
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Etherwest's itch.io page

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Comments

(+1)

First time playing a Recettear-like. I was a little confused with the closing hours because I thought that it could be possible to open multiple times at day. Nice touch with the movement camera option. I have the sensation that when I do very bad offers the npcs get annoyed and make a mess on purpose lol.

The dungeon feels a little hard, maybe because I was expecting to use the weapon only. After doing a new try with the melee weapon it was better, it also helped that I only fought against two enemies.

Unfortunately I got bugs in both versions that made it impossible to finish the game.

In the linux build the game crashes while fighting in the dungeon, I'm not sure what could be the cause since is different everytime. I'm getting the following messages:

ERROR: Node not found: "LabelJournal" (relative to "/root/Main/World/Dungeon1/UI/ControlHints").
   at: get_node (scene/main/node.cpp:1877)
ERROR: Node not found: "LabelCamera" (relative to "/root/Main/World/Dungeon1/UI/ControlHints").
   at: get_node (scene/main/node.cpp:1877)
ERROR: Condition "!is_inside_tree()" is true. Returning: Transform3D()
   at: get_global_transform (scene/3d/node_3d.cpp:466)
ERROR: Condition "!is_inside_tree()" is true. Returning: Transform3D()
   at: get_global_transform (scene/3d/node_3d.cpp:466)
Segmentation fault (core dumped)

In the windows build there's a different one. In the second day the down button seems to be pressed all the time, it's even faster than a normal button being pressed. I'm adding a video showing this. I press the left button for comparison while trying to move items and is much more responsive when I'm pressing left.

Developer

Thank you for the feedback! Hope I can add a tutorial sooner than later so it isn't so rough. And sorry it had issues, I'll try what I can to remedy it. Video is useful, I think I have a good idea where the issue could be.

Submitted(+1)

Unfortunately, I'm having some technical difficulties getting your game to run correctly. The music is nice though!

Developer

Is it the linux version? I didn't test it so it may have a big error. Can you walk around? There should be foot step sounds(mute music to easily tell). If it's GPU/CPU related I don't think I can fix it. Also there are logs you can share at %AppData%\Etherwest\logs, or ~/.local/share/Etherwest/logs

Submitted(+1)

Windows. I can definitely walk around and do stuff the graphics are just bugged out. I have a 6900xt. Here is my log: https://pastebin.com/ea2RWc5X
Updating my gpu driver's now. Will see if that helps at all.

Submitted

Okay yeah after updating my driver and restarting my pc everything is good now!

Developer
turning off and on the pc worked

Sometimes it's just one of those days. Well, hope you have fun or minimal distress while playing.

Submitted (1 edit) (+1)

Hello Etherwest!

I was excited to try out the combat now that it's in DD65. Last time I played Etherwest it was just the selling portion of the game. If I'm not mistaken you can now move things straight from storage to tables (a nice improvement from last I played).

I mostly played the combat repeatedly this demo since I wanted to get a good feel for it so I could provide some decent feedback. I quite enjoyed the mechanic of having to pick up the bullets after shooting. I'll list some stuff below that was either a bug or something I think could use improvement:

1. Bullets did not damage barrels in the dungeon (only '0's came out as damage numbers). The bullets completely flew over the top of the crate (hitbox too low? May be an issue for anything too flat to the ground if it's the bullet hitboxes going over it).
2. When I first fired my shotgun in the dungeon there was a brief lag spike. Maybe it's something to do with instantiating the bullets and you could load them ahead of time in the future?
3. Having my bullets stuck in enemies was a bit frustrating, but I don't know if this is a valid complaint. Uncertain of how well it works with the melee/spell portion of the game yet.
4. My melee weapon felt like its reach was a bit too short. Once I started going ham on stuff and stunlocking enemies things got a lot easier, but I almost wish the reach was longer and there was less of a delay between attacks. Uncertain if this is a valid critique though. The melee didn't feel great to me, but that might be more to do with the mechanics not meshing with how I like to play games instead of just not working well in general.
5. The dashing and sliding feels a bit cumbersome, especially in such close quarters. I can very easily hit walls and stun myself. That's probably part of the point, but I found myself wanting a quick dash/hop instead of something I had to hold. Combining that dash button with another to slide is something I think should be done away with; as far as I could tell the slide only gives you more rotational control (like drifting). I would want to see how the game might play if dashing was just one button and releasing it let you slide (and perhaps you could attack during this as well). That might feel better(?). Having two buttons for retreat/evasion mechanics felt too much for my tiny brain.

Keep up the good work. Curious to see how the combat progresses in Etherwest.

Developer(+1)

Thanks for playing and the detailed feedback! I saw you streamed it but I missed unfortunately.

Bullets did not damage barrels [...] bullets completely flew over the top of the crate

Right, it looks silly but it's like that since it was going to be ore deposits until last minute, and you can't really shoot that out. And yes the crate is due to being too short, I should let you shoot it though.

lag spike

Shader compilation. I haven't got to setting up a system to spawn everything to cache it, though the next engine update apparently massively speeds it up.

Having my bullets stuck in enemies was a bit frustrating

I can see where you're coming from, but I feel like the old way of always bouncing off enemies has its own issues. Like if you shoot point blank you get all of your ammo back instantly always, or from a distance it means the ammo becomes more spread out and harder/annoying to recollect. Plus you can be a wuss and shoot then run around to recollect ammo before shooting again. So all in all, I feel like the stuck bullets balance out the combat to encourage both shooting and melee. Though maybe there's a compromise in here somewhere. Regardless, there will be some enemy types that are too hard to get stuck in, like rock golems.

wish the [melee] reach was longer and there was less of a delay between attacks

I'm kinda surprised, I felt that the melee was maybe too fast. Certainly as is, it's too easy to infinite stunlock. But with range yeah maybe just a tad too short. It doesn't help how you're fighting spearlizards with this weapon. Not sure what I can really do to improve it. Maybe I need to reconsider it as a fast or slow archetype instead.

The dashing and sliding feels a bit cumbersome, especially in such close quarters. [..]  but I found myself wanting a quick dash/hop instead of something I had to hold. [...] as far as I could tell the slide only gives you more rotational control [...] I would want to see how the game might play if dashing was just one button and releasing it let you slide

So to start, yeah it was tuned for larger arenas, the standard room will likely be 2x the current one, and there will probably be corridors between rooms. I may reduce the penalty for running into things. In regards to a dodgeroll, you're right. I gave myself a personal challenge to avoid it, I feel like too many games do it so I'm invested in trying out other methods of avoidance. We'll see how it works out. Sliding lets you slide under some obstacles or future large enemies (not shown). And it lets you make smaller turns mid sprinting, which otherwise would have a larger cooldown to stop then start again. That said, you're right I don't like how it's another button. It used to also toggle crouching, but that was when the game was slower paced. Not sure if I'll reenable it. If so, I may have to consider a new way of actioning it, like what you mentioned. 

Thanks for that, so far no one else has dug into the combat to nitpick it this much; regardless of if it changes, having some pushback is always nice to fully think about the design space. Hope it's more to your liking next time.

Submitted(+1)

Whoops, I should have said the attack delay I wanted to be longer and the reach to be longer. The attack delay is very short and quick right now.

Also, even with all I've given on feedback try to keep your own vision in mind. The combat you want to make might not ever line up with what I enjoy and that's okay.

Submitted(+1)

Consistent and good visuals, love the clock and the scale.

Game could use hold your hand kind of tutorial for the first day, general idea is great and can work well, it just needs to be explained by more than text. 

Saying no during haggling is difficult, mousing over options doesn't work, it has to be navigated through the keyboard. There's been a major stutter right after I took first shot. Other than, it's got a good premise. Good luck.

Developer(+1)

Thanks for playing, aye I need to add an interactive tutorial to show the ropes. This text does not cut it. 

mousing over options doesn't work

Good catch, it actually works fine /sometimes/ and break others. I did not notice this, probably from testing it a long time ago only in one go.

Submitted(+1)

I think there's lots of cool ideas and potential with this game, even though its pretty bare bones right now I was getting into the groove of running the shop then go to dungeon.

issues- 

when I first got to the dungeon there was a framerate stutter only happened once then never again

the was some soup stuck on the floor after the first day I could not pick up

I think there needs to be a mechanic that incentivizes the player to trade with customers, because when people came in trying to sell me stuff I would just offer them $0 to make them leave, I think part of it was the dungeon giving me so much stuff.

also took me a while to figure out how to barter on price I might have not read some text somewhere 

positives-

I like the western aesthetic I think If you make it so that stuff is kind of made out of the monsters in the dungeon it would have a cool fantasy flare 

It would be cool if there where pets that have one use in the shop and a different use in the dungeon, like a slime that cleans up the floor in the shop then finds rare items in the dungeon.

Presentation is very nice I lice that its more on the dark side visually 

Developer

Thanks for playing and the feedback!

the was some soup stuck on the floor after the first day I could not pick up

Probably stuck in a block right? I have to add anti-stuck movement so it rolls out of there.

I think there needs to be a mechanic that incentivizes the player to trade with customers

Aye, I'll be adding relation points that are penalized when you fail, as well as try to make the combo mean something, so you don't try to break it unless you really need to. Or, add a option to tell them to bugger off, to skip the $0 trading. But yes right now the dungeon does give too many items.

It would be cool if there where pets that have one use in the shop and a different use in the dungeon, like a slime that cleans up the floor in the shop then finds rare items in the dungeon.

I've been workshopping either people or pets as assistants, though I didn't think to have them shared between the modes, I'll think on it.

Submitted(+1)

i like the dungeon! my main gripe with it was the lack of feedback for getting hit. but i liked the flow of it. the shop is also good although i'd say when the customers put the items on the counter they're often a bit dark and hard to see, it would be good if they popped out more visually. also it seemed like the items i got when in the dungeon were always lost even when i won? i couldn't find them anywhere around the house

Developer (2 edits) (+1)

Thanks for the feedback, I'll take it into account. Could you please tell me what your favorite gun was in the combat? Or did you prefer the melee?

i couldn't find them anywhere around the house

It should be in storage, and that includes the inventory you see when placing items down while the shop is closed... I see, it's because my code was having issues and so the thing that updates the storage items from the dungeon only happens if you open the storage chest, so if it's opened from the item-placement-view it will delete it. Broooo. This is what I get for not reading all of this post at first.

Developer

Fairly big change: Dungeon is back! Due to reasons it's very rough still, hope it can get the idea across.
Almost no new shop content, so if you played before it should be straight forward.