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igmkjp

224
Posts
6
Topics
A member registered May 16, 2024

Recent community posts

Needs music.

At the asshole with the mask. But there's no way I'm getting past him without getting stronger. And for that I need more gems.

How the FUCK do I get the demon guys to let me through?

I don't know if this is intentional, but if you use the secret code, Miriam's dialogue complaining about drinking from the pools is gone.

Can you please make it write the save data somewhere less obtuse?

I think maybe the graphics plugin isn't working.

(2 edits)

That's another thing - when I connect my gamepad BEFORE starting the game it works fine. But if I connect my gamepad AFTER starting the game, it doesn't register it at all.

UPDATE: Turns out it's not the end of the cutscene. It crashes right before Jeremy tells the player the controls. Maybe it can't handle the fact that I remapped them? The only change I made was putting movement on the d-pad instead of the joystick. I'll keep playing and see if my remapping of the keyboard controls also crashes it.

UPDATE 2: No crashes so far. The problem is definitely gamepad-related.

Also, I have more bug reports.

In the equipment database, the names of new equipment are displayed ON TOP of the question marks instead of replacing them.

When gates like the one pictured are open, their animation sometimes spazzes out.

When inspecting an object, Eps will automatically face left. The bug is that they continue facing left afterwards, even if strafe was active.

Some corners have weird collision.

I got it from Steam.

(1 edit)

It reminds me of Cavernous, but not as fleshed out. Does it save progress?

Similar issue: If I start the game and THEN connect my controller, it doesn't register it at all. It doesn't even recognise that there's a controller connected. But if I connect my controller BEFORE starting the game it works fine. XInput controller BTW.

Error log as follows:

warning CollisionDispatcher.needsCollision: static-static collision!

Exception in thread "LWJGL Application" java.lang.NullPointerException

at com.solarlune.gearend.system.GUI.MsgWin.addIcons(MsgWin.java:245)

at com.solarlune.gearend.system.GUI.MsgWin.main(MsgWin.java:406)

at com.nilunder.bdx.Scene.runObjectLogic(Scene.java:848)

at com.nilunder.bdx.Scene.update(Scene.java:924)

at com.nilunder.bdx.Bdx.main(Bdx.java:358)

at com.solarlune.gearend.BdxApp.render(BdxApp.java:48)

at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:223)

at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:124)

I don't know what any of that means, so I'd appreciate it if someone could help.

(1 edit)

It doesn't sound like the bonuses reduce time taken. It also doesn't feel like it.

What exactly does "efficiency" mean? Does it reduce time spent per action, or motivation spent per tick? Or both?

Are you still taking feedback?

If you see this, please reply. I have a lot of feedback, but I don't want to type it out if no-one will see it.

(3 edits)

Needs a run button, or make the character faster.

Commune should probably do more than just summon Edmund. I thought I could use it at the lake near the first save point, but it didn't work.

Some spikes go out of sync.

Edmund's description of the Northern Ruins calls them the Eastern Ruins by mistake.

I can't change my refresh rate. Could you at least make it not start in fullscreen?

The random encounters are so weak they can't even be called enemies. Even when you enter a new area, the monsters there are already much weaker than you.

Needs a way to make actions faster. Take a look at Increlution or Terraformental for some pointers.

Stay determined.

Still working on that?

I figured out the problem. Enemies respawn not when you leave the dungeon, but when you stay at an inn. If that's not what you intended you should probably fix it.

(1 edit)

Needs a gallery of revealed scenes rather than having to scry them again. Her Story had the same problem.

Full screen just adds a grey border.

"Task" and "Observation" are damage types; I'd say you've already crossed that line. But you need to cross it further.

So it's still accessible even after I reach the next checkpoint?

As the saying goes, "CON is never a dump stat". Unfortunately, that applies here, meaning some of the perks are basically useless. I think maybe "health" should be based on a different stat depending on the encounter type.

Is there anything permanently missable? For example, in the Selky Pint, there's a bit that checks to see if I'm currently a Rogue. If I'm not, is the money gained from it permanently inaccessible?

Started on the halls of war mission and this happened.

Why not just make it not accumulate time when the game isn't running?

Importing a save doesn't give Null Essence.

Please add a toggle to turn off offline progress. It just feels like cheating in this sort of game.

It should say somewhere that the boost comes from patience. My screen size is 1905x945, but since there's no fullscreen option, I don't know if that's enough information.

(1 edit)

It's not clear what determines the speed of the spinforge.

The almanac tab doesn't fit properly on the screen.

:(

Do you know if there's anyone trying to fix it? Or did nobody care?

Did anything ever come of this?

Attacking has WAY too much startup.

I don't mean in story cutscenes, I mean optional dialogue. Like when the two kids are arguing about who would win and Jekyll makes a comment if you have him. Is that a Moment now or is it not signposted?

Is there any party member-specific dialogue that ISN'T part of a Moment? I'm kinda worried about missing it.