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Fight the Lewdemons, fuck the Lewdemons, claim back what's yours! 路 By
No Sound and Gamecrash
Version: Steam (Non NSFW - I didn't get the NSFW version and don't know why)
Device: PC with CachyOS
The game crashes whenever I die in a Boss battle. It didn't happen with the Appimage. It didn't give me an Error
I don't have any sound in the Steam and Appimage versions. I only get this Warning:
"Warning! - gml_Object_obj_music_controler_Alarm_0(-1) : Error: Index did not map to an existing sound instance"
1.0.2 Steam
Windows
Bug:
If you have no skillpoints and click on an empty skill socket then the game will treat interact as zoom. This can also randomly happen at the campfire. This can usually be corrected by clicking the "Zoom" icon to zoom in and out.
Bug/crash: The second form can sometimes multiply spell effects to the point of completely filling the screen. This can cause the game to lock-up. I am as-yet uncertain of the cause, and cannot reliably reproduce it
Bug: Trial portals can appear outside of the valid play area. I have observed them appearing in solid walls in the third area.
Bug: Enemies can appear outside of the valid play area, resulting in them being docile. This is most apparent in the second area.
Bug: Completing trials sometimes does not result in a reward.
1.0.2 Steam
Windows
Bug: Completing the 4th area takes you to a grey screen where you can do nothing. This is a softlock.
Bug: In the 4th area some rooms have starting locations on active exits, which immediately completes the room.
Bug: Many exits in the 4th area are invalid (Placed inside walls, etc)
Unintended behavior: Because the activate key is the same as attack dialog can be inadvertently skipped when the player is attempting to do something else (ie: fighting a boss).
Bug: When playing with Extra Enemies enabled, pausing the results in Extra Enemies spawning in. This can result in extremely unintended quantities of enemies. (I kinda didn't want to report this one, since I actually like it.)
Frustrating mechanic: Enemy shots and your own stray shots destroy resources. This renderers them uncollectable, even though some resources must be attacked in order to collect them. This includes healing items resulting from spells. The net effect is that items are effectively there to taunt the player.
Bug: "No shops" is very technically accurate, in that the shopkeeper is invisible and will no longer ask for money. The shop rooms still spawn, and tThe invisible shopkeeper can still be seduced. (Another one I didn't want to report)
Steam,
Version 1.0.2.
After defeating the boss (clearing 10 rooms), I unlocked a new "character" or rather, a new appearance; I didn't really follow the story (sorry).
The problem is this: Now, whenever I enter ANY location, the character automatically changes on their own, and a "wave" effect spreads across the entire map. It completely ruins the graphics, and the resulting blurry mess is simply unwatchable. Nothing seems to fix it.
1.0.2 Steam
Windows
Bug: If 18+ content is disabled, then zoom will reduce defenses but fail to charm enemies.
Bug: Disable 18+ animations in combat option has no effect.
UX issue: The function of the arrow keys on animations is unclear, and there does not appear to be a ready way to determine which animations have been obtained versus which still need to be encountered.
Inconsistency, possible bug: Some bosses can be charmed, resulting in animations. Others cannot be charmed at all.
UX issue: When the first rainbow gem is provided it does not appear to be stated how more are crafted.
UX issue: An in-universe tutorial for how to use the anvil would help. (ie: 'I can forge blooms into runes, and combine runes into other runes. you can stack runes, but they take up space and all runes need to fit on the weapon')
1.0.3 Steam
Windows
NEW REPORTS:
Bug: When attempting to place or move gems the UI and gamestate can desync and become incoherent.
Clarification to other reports:
The 'screen tearing' people are reporting is not actually screen tearing.
The symptom they are observing is a rendering error where a single pixel gap is appearing between tiles in the tilemap, resulting in horizontal and/or vertical lines.
In testing this appears to occur when the screen is set to a resolution that is higher than 1080p. This is a common artifact to observe in games that are running at a resolution higher than designed.
UPDATE:
WAS: Bug: Completing the 4th area takes you to a grey screen where you can do nothing. This is a softlock.
NOW: Bug: Completing the 4th area immediately sends you back to base. There is no boss.
WAS: Frustrating mechanic: Enemy shots and your own stray shots destroy resources. This renderers them uncollectable, even though some resources must be attacked in order to collect them. This includes healing items resulting from spells. The net effect is that items are effectively there to taunt the player.
NOW: Frustrating mechanic: Chains will break blooms from outside collection range, including ones that are off-screen.
Fixed:
FIXED: In the 4th area some rooms have starting locations on active exits, which immediately completes the room.
FIXED: Many exits in the 4th area are invalid (Placed inside walls, etc)
FIXED: The second form can sometimes multiply spell effects to the point of completely filling the screen. This can cause the game to lock-up. I am as-yet uncertain of the cause, and cannot reliably reproduce it
FIXED: Trial portals can appear outside of the valid play area. I have observed them appearing in solid walls in the third area.
Persists:
Unintended behavior: Because the activate key is the same as attack dialog can be inadvertently skipped when the player is attempting to do something else (ie: fighting a boss).
Bug: "No shops" is very technically accurate, in that the shopkeeper is invisible and will no longer ask for money. The shop rooms still spawn, and the invisible shopkeeper can still be seduced. (It's free money~)
Bug: If 18+ content is disabled, then zoom will reduce defenses but fail to charm enemies.
Bug: Disable 18+ animations in combat option has no effect.
Bug: Enemies can appear outside of the valid play area, resulting in them being docile. This is most apparent in the second area.
Bug: Completing trials sometimes does not result in a reward.
Inconsistency, possible bug: Some bosses can be charmed, resulting in animations. Others cannot be charmed at all.
UX issue: The function of the arrow keys on animations is unclear, and there does not appear to be a ready way to determine which animations have been obtained versus which still need to be encountered.
UX issue: When the first rainbow gem is provided it does not appear to be stated how more are crafted.
UX issue: An in-universe tutorial for how to use the anvil would help. (ie: 'I can forge blooms into runes, and combine runes into other runes. you can stack runes, but they take up space and all runes need to fit on the weapon')
Untested/Can't currently test:
Bug: If you have no skillpoints and click on an empty skill socket then the game will treat interact as zoom. This can also randomly happen at the campfire. This can usually be corrected by clicking the "Zoom" icon to zoom in and out.
Following up:
I attempted another run to gather more information, this time with no modifiers set, but after finishing the last room in the 4th area it functioned normally.
I am uncertain if this is because the boss can only be encountered after the restoration cutscene, or if it's because of the modifiers I had been using.
In case it's because of the modifiers, I have included the list below.
Modifiers:
Reduced Stamina 5
Reduced Healing 5
More enemies 4
Reduce Arcana 5
More elites 0
Shielded enemies 5
Time limit off
No shops on
More minibosses on
Less healing items 2
Sadly, in the course of testing I found another portal outside the valid play area in world 3.
It spawned on an inaccessible mesa, just below a flesh tree and next to a decorative hole.
recorded a single run a couple of days ago and added notes today. it might be a bit outdated since you realeased another patch, but, frankly speaking, there's enough bugs to feed a family in the game right now, luckily none corrupt the save or reset progress. 99% of the film is arcana form, since I have no idea what build would make max diff viable for other 2, and reforging runes takesforever.
Version 1.02 steam
https://drive.google.com/file/d/1DtqA2sY79kXt9KBjA_LhEX80Ztl2asQj/
00:07 - somehow after running roguelite mode got an "all perks" gem
00:27 - crash. started happening after I placed a lot of multicast chance(which doesn't seem to even work tbf, same as charm on spell)
1.03 fixed
Chains cast spells works very weirdly: only casts if chain hits nothing or if you run far enough away for it to break. Later on I just start running back and forth to proc it. 1.03 still same behaviour.
03:57 - got damage through barrier xd 1.03 still spears dmg through barrier
4:50 - ESC menu respawns enemies indefinetly. Chains started bugging out and extend infinitely. I'm not sure, but from my observations Alt-tabbing out and into the game breaks something that chains do that. Or maybe it's something else. Menu thing seems to just work in most levels without any setup. 1.03 menu still respawns enemies
5:28 - dashing into seduced enemy moves the skip button into weird spots, often making it unreachable. 1.03 button is still offset by character movement before entering scene
10:30 - very easy to teleport out of the guy's arena. forgot what that guy was called.
17:37 - a lot of enemies spawn in the walls, mostly because of the enemy amount modifiers. But stage 2 seems to have it occuring most commonly. 1.03 seems to be fixed
20:55 - dunno if being able to break healing items and flowers is indended, but in roguelite mode I could break even the gems, which weren't dropped by bosses(stage spawns) and that would've been incredibly frustrating if the Hound was a balanced character and not a walking nuke.
26:15 - again anim player shenanigans. refused to close, because I was pressing the button too fast, maybe?
31:05 - an already unlocked rune dropped
and switching off roguelite mode is annoying, since it seems to empty the skill sockets. not tested on 1.03
runes also have some weird collision problem, which I forgot to showcase. But leafs, moons and feathers have weird collision problem when there's more than 10 of them and start to want to snap to others that might be on the other side ofthe runespace. They often refuse to move unless done at a specific timing and even don't want to be placed in a completely empty space(like the 5 times stacked rune worth of empty space). Heart and cloud are behaving properly and move and deploy without trouble no matter what.
edit: actually updated my game, 1.03 now and here's a demonstration of runes.
https://drive.google.com/file/d/1B59A0IjAz8M7Z1rAlih8n4AUW3hAy0ab/view
############################################################################################
ERROR in action number 1
of Step Event0 for object obj_soleil_camp:
Variable obj_soleil_camp.charmIndex(102281, -2147483648) not set before reading it.
at gml_Script_scr_load_anim_from_gallery_number
############################################################################################
gml_Script_scr_load_anim_from_gallery_number (line -1)
gml_Object_obj_soleil_camp_Step_0
馃憜When I met the moth girl at home