-The mouse disappears even when hovering on the title bar, which makes it annoying to drag the window or to close it with the X button.
-I killed the gas guy for the blow torch, and after progressing some in the sewers I go check out his area again to see if I missed something. Well, turns out I can interact in the space he used to be to retrigger the fight, including his prelude dialogue. I'll avoid doing it though just in case it causes story bugs.
-If a rat misses a gnaw attack, I'm pretty sure the flavor text still says that it keeps gnawing rather than the first gnaw, and it also gets the attack up buff as if it did it last turn(4 or 6 damage while it was attack debuffed). It went by fairly quick but I'm fairly sure that happened. [later] Yeah it seems like the gnaw effect occurs even on missing, ie you can break it off by defending still.
-Found the Phish secret area. I've grown tired of hug the wall secrets in games, but fair enough; I'm not sure what else you'd do in this top down style anyhow.
-Ice-bomb in the shop is a joke? It did 2 damage. Also, maybe a skill issue but the first time I saw it I thought it was an attack TM.
-It took a couple tries to beat the vagrant in the sewers. Maybe due to bad luck, several fights in a row were just him healing faster than I could deal damage. Then, I got lucky? and he only heal buffed once.
-The sewer valve I only found since I was poking my head around, it looks like background decoration. Maybe make it comically large, if this isn't bonus [later] yeah it's important.
-The regen feels a bit nuts. I only won against the ptsd guy since he didn't keep procing it. ie he could heal faster than I did damage, and healed back to full by the time I healed myself and did one buff. Although I suppose that's the quintessential trainer AI in action.
-I've been playing for a couple hours and I don't know if there's much to say. I'm progressing and the world is opening up with multiple side quests and some minigames I can do. I'm not in a mood for an RPG so I'm just about getting my fill of it.
My guess it's a shader issue, but we use opengl 1.3 or something, which is very old at this point so it should be safe. Does it crash as soon as you talk to the first guy (that talks about demons) in the motel or?
Sorry about that, should have showed some screenshots.
These errors show up on the main menu on launch. Also when opening the save game menu it spams the console with '[doxpath]save-3' through 6 being unable to find(I have saves 1 and 2 used). Probably just an info thing you shouldn't log to user's console, though I did fill those up just to try.
This is the battle I crash at, it occurs after the pixelated dissolve to black happens(I presume the animation into battle).
Looking at the save file folder, I got some combat logs which I don't think matter but here it is, among these files the only difference is sometimes different initialWait values:
Wow thank you for the info and quick reply! I'll get right on it. And yes, those save-xxx errors I should turn off for sure :). I'll let you know when I have a fix. No AMD GPU myself, but I should be able to pin it down with the info you provided. Big thanks.
I'm not a big pokemon fan but I did enjoy playing it. I like that it's a more sinister version of it and the edgy writing is amusing. It played pretty smoothly, items were clearly visible because of the sparkles and combat had some meaningful options not just spamming the strongest attack. I would like to see ways to run and to speed up battles though. The animations are great but you fight way too many enemies in these games and eventually it becomes a bit of a slog. There's something weird with the executable though, It launches a command prompt and then it quit the game when I was spamming Z or Space or start, don't remember. Someone will assume it's installing bitcoin miners on their pc. Good work and good luck on the final release!
Thanks for trying it! I have another report on that crash at startup but I haven't been able to replicate it! You start the .exe and then you just spam Z/space and it crashes? Like when it's loading, or slightly after?
i got filtered by the vagrant trainer. even after buffing myself with magic crystals, it just outhealed the damage i did to him via regeneration. can you even catch more demons yet?
i figured i needed to grind more against enemies in the safari crackhouse, but they are even stronger now i'm looking at haporal's playthrough, and apparently i completely missed where trophies are equipped. i think you should telegraph more to the player how important they are also, since the sewer is so dark, i also missed the road to the bottom left next to the vagrant trainer, so i missed on the extra exp from defeating all those rats
You can't catch demons at all actually. You pick one (for now only one, but three are planned for the final game, they are basically done but have no graphics yet) and it gets upgraded from time to time via the story.
If you picked 'yes' on the tutorial part there _should_ be a tutorial talking about trophies as soon as you leave the first building after defeating the first boss, but I agree it could be explained or emphasized better. That's something we'll have to look into!
Having interactions on the doors and other things that seem like I should be able to interact with them would help know if I'm doing the wrong or right thing.
LIKED
I was really impressed with the sprite work once I got into battle.
The arena itself representing the state of the opponent is a really good touch!
The level of gruesome is a huge charm point here.
FINAL
I see the vision, it's very gruesome that feels remniscent of early flash games in both the tone and humour - good job!
I would add a "hold a key to move the selection faster across the keyboard" function at the start of the game when you type your name in
The dialogue is great, a lot of funny stuff, character names etc.
Art is really nice, I like how the background can get damaged in battle, the music is cool and fits the atmosphere (which is really well done as well)
I would add an interaction with a little dialogue when the player tries to go somewhere he can't YET. I would tend to dismiss a door that did nothing at all when I interacted with it earlier. I'm only talking about the gas shop door here.
The progression might be a little hard in some spots, like where I got stuck at the end, but that might just be because I went on the cockroach "side quest" too early instead of going where I was asked to.
The "Mexican horse" demon having his dong hanging between his legs on his sprite was on point for DD69
A lot of tasteful details! The krokodil guy, the janitor getting splattered when you beat him, the stuff you get from looting them...
Hey, thanks for playing and writing this. Glad you seemed to have a good time :)
Yes you are probably right about making the gatekeeping a bit more clear. Actually just a week ago I removed it all so you could (almost) go wherever you wanted, but we changed it back for this release. Not sure what the best approach is, but maybe some short "cutscene" where lights switches on in the houses you couldn't go into before is a solution. Like with the roach sidequest.
The game crashes for me on Linux running with Wine when the battle starts with the first crazy guy in the motel. It's fine, I don't expect it to work perfectly on an emulation layer.
Jokingly, I suggest rewriting the game once more to C.
This game has been in development for a long time. A few of you may have tried it before, couple of years ago. This build should not only work, but improve upon all aspects of the basic gameplay. Give it a spin, see how you feel.
There is something lacking in you, a hole you feel a need to fill. See if this fucks or fills you up. If so, you are broken.
Comments
-The mouse disappears even when hovering on the title bar, which makes it annoying to drag the window or to close it with the X button.
-I killed the gas guy for the blow torch, and after progressing some in the sewers I go check out his area again to see if I missed something. Well, turns out I can interact in the space he used to be to retrigger the fight, including his prelude dialogue. I'll avoid doing it though just in case it causes story bugs.
-If a rat misses a gnaw attack, I'm pretty sure the flavor text still says that it keeps gnawing rather than the first gnaw, and it also gets the attack up buff as if it did it last turn(4 or 6 damage while it was attack debuffed). It went by fairly quick but I'm fairly sure that happened. [later] Yeah it seems like the gnaw effect occurs even on missing, ie you can break it off by defending still.
-Found the Phish secret area. I've grown tired of hug the wall secrets in games, but fair enough; I'm not sure what else you'd do in this top down style anyhow.
-Ice-bomb in the shop is a joke? It did 2 damage. Also, maybe a skill issue but the first time I saw it I thought it was an attack TM.
-It took a couple tries to beat the vagrant in the sewers. Maybe due to bad luck, several fights in a row were just him healing faster than I could deal damage. Then, I got lucky? and he only heal buffed once.
-The sewer valve I only found since I was poking my head around, it looks like background decoration. Maybe make it comically large, if this isn't bonus [later] yeah it's important.
-The regen feels a bit nuts. I only won against the ptsd guy since he didn't keep procing it. ie he could heal faster than I did damage, and healed back to full by the time I healed myself and did one buff. Although I suppose that's the quintessential trainer AI in action.
-I've been playing for a couple hours and I don't know if there's much to say. I'm progressing and the world is opening up with multiple side quests and some minigames I can do. I'm not in a mood for an RPG so I'm just about getting my fill of it.
All good feedback! We'll look into these and fix the obvious bugs.
I'm glad you gave it a spin! Thanks a lot for your time!
For some reason the game keeps crashing when I try to do the first battle - Win10 on AMD gpu and cpu.
I had some decent fun seeing the pokemon tropes being poked at.
Oh, that's no good!
My guess it's a shader issue, but we use opengl 1.3 or something, which is very old at this point so it should be safe. Does it crash as soon as you talk to the first guy (that talks about demons) in the motel or?
Sorry about that, should have showed some screenshots.
These errors show up on the main menu on launch. Also when opening the save game menu it spams the console with '[doxpath]save-3' through 6 being unable to find(I have saves 1 and 2 used). Probably just an info thing you shouldn't log to user's console, though I did fill those up just to try.
This is the battle I crash at, it occurs after the pixelated dissolve to black happens(I presume the animation into battle).
Looking at the save file folder, I got some combat logs which I don't think matter but here it is, among these files the only difference is sometimes different initialWait values:
Hope that helps.
Wow thank you for the info and quick reply! I'll get right on it. And yes, those save-xxx errors I should turn off for sure :). I'll let you know when I have a fix. No AMD GPU myself, but I should be able to pin it down with the info you provided. Big thanks.
If you have the time, you could open assets/shaders/wave.frag in your favourite text editor
and then change the third line:
uniform float u_alpha = 1.;
to just:
uniform float u_alpha;
I will update the build as well in an hour, but then you don't have to download 100+mb of game again :)
That did the trick, thanks!
Awesome! And good catch. I should really add more (optional) logging for these things! :)
I'm not a big pokemon fan but I did enjoy playing it. I like that it's a more sinister version of it and the edgy writing is amusing. It played pretty smoothly, items were clearly visible because of the sparkles and combat had some meaningful options not just spamming the strongest attack. I would like to see ways to run and to speed up battles though. The animations are great but you fight way too many enemies in these games and eventually it becomes a bit of a slog. There's something weird with the executable though, It launches a command prompt and then it quit the game when I was spamming Z or Space or start, don't remember. Someone will assume it's installing bitcoin miners on their pc. Good work and good luck on the final release!
Thanks for trying it! I have another report on that crash at startup but I haven't been able to replicate it! You start the .exe and then you just spam Z/space and it crashes? Like when it's loading, or slightly after?
It was when the logo appeared, before the title screen but I also can't replicate it. It just closed the game the first time I launched it.
I realize I can somewhat replicate it when I start the game and then "return to main menu". weirdness. I'll try and squash it.
i got filtered by the vagrant trainer. even after buffing myself with magic crystals, it just outhealed the damage i did to him via regeneration. can you even catch more demons yet?
i figured i needed to grind more against enemies in the safari crackhouse, but they are even stronger
now i'm looking at haporal's playthrough, and apparently i completely missed where trophies are equipped. i think you should telegraph more to the player how important they are
also, since the sewer is so dark, i also missed the road to the bottom left next to the vagrant trainer, so i missed on the extra exp from defeating all those rats
Thank you for playing!
You can't catch demons at all actually. You pick one (for now only one, but three are planned for the final game, they are basically done but have no graphics yet) and it gets upgraded from time to time via the story.
If you picked 'yes' on the tutorial part there _should_ be a tutorial talking about trophies as soon as you leave the first building after defeating the first boss, but I agree it could be explained or emphasized better. That's something we'll have to look into!
Thank you for the feedback! It's valuable.
CONSTRUCTIVE
I'd like if the movement speed would be faster.
Having interactions on the doors and other things that seem like I should be able to interact with them would help know if I'm doing the wrong or right thing.
LIKED
I was really impressed with the sprite work once I got into battle.
The arena itself representing the state of the opponent is a really good touch!
The level of gruesome is a huge charm point here.
FINAL
I see the vision, it's very gruesome that feels remniscent of early flash games in both the tone and humour - good job!
Yeah that's on my TODO list, to make it a bit more clear "what's new" when you return to the hub and stuff opens up.
Glad you liked it and thank you for the feedback! Feels good man!
I would add a "hold a key to move the selection faster across the keyboard" function at the start of the game when you type your name in
The dialogue is great, a lot of funny stuff, character names etc.
Art is really nice, I like how the background can get damaged in battle, the music is cool and fits the atmosphere (which is really well done as well)
I would add an interaction with a little dialogue when the player tries to go somewhere he can't YET. I would tend to dismiss a door that did nothing at all when I interacted with it earlier. I'm only talking about the gas shop door here.
The progression might be a little hard in some spots, like where I got stuck at the end, but that might just be because I went on the cockroach "side quest" too early instead of going where I was asked to.
The "Mexican horse" demon having his dong hanging between his legs on his sprite was on point for DD69
A lot of tasteful details! The krokodil guy, the janitor getting splattered when you beat him, the stuff you get from looting them...
Lovely polished game!
Hey, thanks for playing and writing this. Glad you seemed to have a good time :)
Yes you are probably right about making the gatekeeping a bit more clear. Actually just a week ago I removed it all so you could (almost) go wherever you wanted, but we changed it back for this release. Not sure what the best approach is, but maybe some short "cutscene" where lights switches on in the houses you couldn't go into before is a solution. Like with the roach sidequest.
Thanks again for taking your time!
The "You need a blowtorch to explore the sewers!!" Is a really good way to do it
The game crashes for me on Linux running with Wine when the battle starts with the first crazy guy in the motel. It's fine, I don't expect it to work perfectly on an emulation layer.
Jokingly, I suggest rewriting the game once more to C.
Haha yeah next game will be C with some sprinkles of asm for sure 😎.
With that said, we are working on a Linux port. Hopefully we can have it up in a few days.
This game has been in development for a long time. A few of you may have tried it before, couple of years ago. This build should not only work, but improve upon all aspects of the basic gameplay. Give it a spin, see how you feel.
There is something lacking in you, a hole you feel a need to fill. See if this fucks or fills you up. If so, you are broken.
We last entered AGDG Demo Day 54. This is a complete rewrite from js to c++/sfml.
A lot of bugfixes, new enemy behaviour, new items and new effects have been added. If you played it last time it might be worth checking it out again.
This is basically the full game minus 2 playable characters, end credits and some polish.
Hit me (fsfreak) or horbror up on discord for questions, bug report or anything else.
Payce.