That sounds very likely yes! That's good to know at least, thank you for giving it a shot ^^
I'm really not sure if I can even do something about this sadly. You're the only person person to report this so far, but still, that's annoying...
In any case, thank you again for reporting it and taking the time to do some tests!
NoseBecc
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Weird, that was a big issue with the previous version, but it was fixed for everyone who had that issue with the latest update. Just to make sure, do you have the latest version (it should say 2026 07 01 in the bottom right corner)?
If you don't mind, could you test the Steam version and check for that issue please?
First of all thank you!
The game definitely needs more balancing updates, the WIP status shows through a bit because of the difficulty spike from Cerelea onward. Level 9 was the intended recommended level for her, but I'm not too surprised the walkthrough author recommended level 14 instead, several people have been having issues with her. In her case, I also need to make the Wall Smasher mechanic more obvious through visual effects...! To be honest, even the forest should be easier. This is something I'll be working on in the next update.
This is completely doable to be clear, but it's obviously easier for me knowing exactly how the game works and what to look out for. Don't hesitate to just lower the difficulty instead for now, nothing wrong with that!
And, thank you for letting me know!
Thank you for telling me!
About Liv, the actual pool of unlockable characters only updates at set points in the story, not whenever you defeat an enemy. You'll need to defeat the tunnel boss to get access to more revivable characters ^^
The middle click happening on its own is very strange though, I've never had any reports of this, and it never happened to me... Even if it was on a different computer, did you use the same mouse or keyboard on these two computers maybe?
Thank you, I'm glad you liked it! ^^
I've had similar complaints about these fights, I do need to rework the balance overall. As for Biscotti there are some hints here and there, but I'll see what I can do!
About the autosaves, they're actually a thing already! You can enable them through the settings ^^
Mainly, I need more tutorials to introduce them, and other features, better.
So yeah definitely some WIP stuff in there still. Thank you for bringing these up!
Thank you very much!!! I'm glad you enjoyed it that much, and I appreciate the review too ^^
To adress some of your concerns:
Story: There are reasons for all of this of course! I can't get into it, but things will be explained eventually ^^
Gameplay: First of all, there definintely needs to be balance improvements. Too much is introduced at once currently, I want to make things more forgiving from the forest onward. This is where the WIP status shows the most...! Other planned changes will also help with this. I'm surprised that the gear puzzle gave you more trouble than the color ones actually! But it's true that that last one is especially tough, I've heard similar things from others. Noted! Some of the secrets are a bit too well hidden, though characters being sad isn't a secret indication, just a little mechanic where you can tickle them to get some shards and sometimes items ^^
I plan on adding some form of secret detection unlockable later in the game, so you'll be able to get anything you missed eventually. Possibly along the lines of what you suggested, but I'm not 100% sure yet!
when it comes to the BE, I agree! I'll actually redirect you to the FAQ since I have a good answer for this there: https://www.patreon.com/nosebecc/posts/faq-walkthrough-119207938
I have plans, and the next major update will be called the BE update, focusing on (but not limited to) fixing this issue.
Again, thank you very much! ^^
I'm not entirely sure what you mean by a pouring list, there is a way to insta win fights through the patreon version's debug mode though!
I plan on some improvements in the future on that front, but it is also possible to avoid fights by predicting the amount of steps left before the next one spawns, walking backwards, then just running away (when entering a room with a fight, you can always go back the way you came from!)
Alternatively if you're far enough in the story, there is a consumable item that dispels the fight in the current room, another that lowers the amount of encounters for the current floor, or you can also insta destroy a fight by using SMASH (unlocked later in the story) on it if your highest lvl character is at least 10 lvls higher than the enemy
Oof, I know very little about pretty much anything Linux, I really just know it works when launching the AppImage directly. Just found out what Bubblewrap is after looking it up.
I appreciate the edit, that's good to know! I'll keep this in mind but I definitely cannot promise any change on that front, I'm sorry...!
Thank you for the detailed answer!
Interesting, I've not heard this about the constellation puzzles before but it's true that they are very visually noisy. Mmh, maybe slowing down the Smash check's speed a tad and touching up the particles would work then, it wouldn't really take away from the concept either.
Haha I figured the mushroom puzzles were part of it ^^ I'm happy with the system, but they're hard to visualize for sure. I'm not sure how much I can do to change that sadly but I do plan on having Alma give better hints if you ask her for help multiple times, for the non optional ones at least.
Ah true, some of these are too well hidden. I have ideas on how to make a few of them easier to notice, but some do need to be hard to find. And yeah, treasure location hints are planned! ^^
Aw man, I only had the idea to add a drawing notes only a few months ago, it sounds like a lot of fun, but it's a tough addition at this point in development... I haven't fully given up on it yet, so maybe possibly, but I wish I'd thought of that from the start...!
I don't have a clean date for the next update, I'm currently hoping for late 2026 but I can't make any promise!
Thank again, this is very helpful! ^^
Aw thank you so much!!! I'm glad ^^
There is room for improvement for sure...! The main issue currently is definitely the lack of BE content, which will be the focus of the next major update. It will also contain various additions, a bunch of QoL and balance changes, and the Ocean dungeon will become simpler.
Are there any puzzles in particular that tripped you up?
Sorry for the delay!
I just tested it, and it does work ^^
Here are the instructions again:
i. Smash the 8th mushroom (blue/dotted).
ii. Smash the 3rd mushroom (blue/dotted).
iii. Smash the 1st mushroom (green/claw).
iv. Smash the 4th mushroom (red/circle).
v. Smash the 5th mushroom (purple/lined).
vi. Smash the 5th mushroom(purple/lined).
vii. Smash the 5th mushroom (purple/lined) again.
viii. Smash the 4th mushroom (purple/lined).
ix. Smash the 6th mushroom (green/claw)
x. Drag the blue/dotted pellet (pellet in the top row) to the first mushroom (green/claw) to turn it cyan/arch.
xi. Drag the red/circle pellet in the bottom row to the fourth mushroom (green/claw) to turn it yellow/z.
xii. The path right will open.
maybe you missed one of the steps? You do have to smash the 5th mushroom 3 times in a row. Keep in mind that breaking a mushroom will change the order of other mushrooms, so make sure to count which mushroom is in the position mentioned by each step of the instructions!
Mmh, it might be easier to start a new game, save as soon as you can so the correct paths are created automatically, and then just replace the files following that same path logic! ^^
This is what the path should look like:
Make sure the content of the "Save file" folders follows the correct logic when you paste the files as well!
They'll be part of the BE update, which I'm hoping (key word, it's difficult to estimate the exact amount of work left currently) to release in late 2026! Sadly the release date isn't entirely up to me this time because of Game Maker 2 related reasons.
Said update will also contain various improvements and fixes, better balance, a bit more story content, finalized systems, and of course some other BE related things.
But yeah, that's the plan! Sorry it's taking so long, there's simply no avoiding it...!
