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dk1a

11
Posts
9
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A member registered 46 days ago

Creator of

Recent community posts

Yes, it's the end of current content, thanks for playing and the bug report!

The hunger mechanic is meant as more a preview for now, it should get less grindy/impossible as more content gets added

Did you try to interact with it outside of post-death area? It shouldn't work within the normal world by design (like you can't assign or remove points during the run)

I like how you noticed the traveler reanimation thing, it will get addressed eventually.

Adit is a horizontal tunnel entrance basically.

Planning for teleportation caused issues with bidirectional doors, I hoped I had squashed all those bugs but alas.

Thanks for playing and the bug report!

You can email save to dk1a@protonmail.com if you still have it.

I'm gonna be way too busy with this game to think about the next for the foreseeable future, though I've often wanted to make something like evil islands - a russian stealth RPG where constant savescumming is like the main feature, and it had a cool crafting system I haven't really seen elsewhere.

I'm glad you're liking ufwg, I've spent a few months working on core mechanics by now, so although there isn't much content yet it's more a matter of writing new areas. Though some mechanics are still unfinished, especially greater time manipulation is gonna be hard probably. 

I'm not sure about fully open sourcing it, but mostly cause code is a huge mess right now. Not sure this game makes sense for mods either, but I could share the repo with you when it's a bit cleaned up in a month to poke around.

I'm also curious about your thoughts on terraformental. You can email dk1a@protonmail.com btw

Highlighting the button matches what I've been considering, and I want something similar to highlight major area changes and maybe new actions appearing.

Also good point about hiding pause, it really doesn't need to be there from the beginning, I haven't considered how confusing it can be.

I'll get back to this in about a week and work on ui more.

waiting and lack of instructions is by design, it sets the tone of the game. I'd like to believe the game's name sets expectations well there. It's also about discovery, tho at this early stage there's little lore yet.

I am however still interested in feedback regardless, and may adjust the intro in other ways

Sounds interesting and ambitious indeed. I've been trying various time loop incremental things, hence making my own. It feels like the genre is rather underrepresented.

on one hand yes, you're supposed to click wait and in 5 and 10 secs stuff happens. On the other hand there are apparently intro bugs, I just fixed one, you could try again

what's the game you mention with post-death "The Void" area called?

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Thanks a lot for playing and the detailed feedback!

1. There is a reset button in History, it's definitely out of the way and hard to find though, I'll think about making it clearer

2, 7. Will do

3, 5. I plan to tie inventory expansion in to divine boons as well, this will be updated with caves content likely. It's tedious indeed right now, you'll be able to get more crystals in caves and keep playing more naturally.

4, 6, 8. I plan to add new layers of actions to existing areas via the castle's special mechanic, completing which will add more points for extra activations.

9. I didn't have much lore for the horse in mind, but now I'll think about it more haha. It is after all the only other "character" so far.

10. If all goes well there should be, and a paid steam version when it's closer to completion, leaving a free demo on itch.