I feel its a bit odd that pocket sand is a long rang attack only hitting back rows, the concept is to get close and throw a handful of dirt or sand in someone's eyes, wouldn't it it targeting only front two make more sense?
I don't know why, but after exiting a dungeon with 2 new cursed items on this character I was able to click on the one in the accessory slot and equip a normal item (I believe it was called the giants bracelet), I'm now unable to remove the normal item if its there, and it also made the sprite bigger.
2. It seemed strange to me that the character is swapped through one position, and not shifted back two other characters.https://files.catbox.moe/owbvoy.mp4
3. After I closed the character menu during the passage of dungeons, the characters in the first and second positions changed places. Happened 3 or 4 times but I still don't understand why.
4. In the tooltip for character positioning in skills, it is not always clear what position the character should be in. Like here: https://files.catbox.moe/9nh2fb.png
About 3: Maybe. Initially, I thought that there was no function for changing the position of characters, but I still don’t understand how this happens, it’s possible to change only by chance and then only the first two positions.
I'd love to see this developed more. I like the mechanics of Darkest Dungeon but never liked the tone, so this is a great game for me. My one major gripe is that there's just generally not enough information. Like, you can't see your adventurers' stats and info at all in the camp, and in battle you can only see details of the adventurer whose turn it is, not any other adventurers or more details on monsters besides health, like moves. Also, you should be able to go on missions without a full party of 4 people, and let some rest back at camp to restore lust points. And a lot of the icons and shorthand used in move descriptions is fine, if you're already familiar with what different icons mean. But, that means you should add some way to get info on what icons mean mid-battle, similarly to how you can at the camp. I understand this is an early game, so a bit of lacking polish is quite understandable, but the lack of info is quite annoying. Maybe just a quick info paragraph below the game itself until you can implement these things in-game?
One of the goals of the demo is to see which parts of the game are well communicated to the player and which parts aren't. This allows me to know what parts I need to clarify to players. Explaining stuff on the Itch page defeats the purpose.
For example, you can right click adventurers in the guild for additional info on stats. You can also right click them in combat (not their portraits though, their actual bodies) for that information, and information on the enemies. But it's good to know that these parts aren't clear, so know I to add it explicitly to a tutorial later.
Less than four to a dungeon is in (not in the tech demo though), you aren't the first to request that :)
This is in large part my being dense, But it took me far to long to realize how level is of a adventurer is shown, It made me think of say borderlands tech tree and I though it was like every 5 levels they get to the next tier of skills. For quite a while I though the 3/3 skills assigned was there are level 3 out of three, and doing personal goals ups the cap. I did keep looking at the giant level indicators and thinking, are those the level indicator, but just couldn't convince myself that was correct. Thoughts like, its to much space to have dedicated to that, or its just tech tree tiers, or that no way is max level so low. Eventually convincing myself that the class names of novice adept and what not were the level indicators.
A simple fix for this would have been if hovering over not yet unlocked skills said "level _ required"
Yeah, now that I think about it, there's really no reason to put stuff on the itch page just to save you a bit of time coding. Oh, one little thing I forgot to mention: The way that character positions are notated in the descriptions of skills is a bit confusing. I would have there be empty circles or Xs to represent spaces where the ability can't be used instead of just leaving the space blank, since that can be quite confusing, especially with abilities that don't have a targeting section to reference based off, such as Blink (or to a lesser extent ray, Block and Patch Up, since they can be used anywhere no matter what).
I see, it seems that the Giants Ring got broken, reverting your adventurer to her original size, but I forgot to also fix her offset. Thanks for reporting, should be an easy fix.
Hi ! Wanted to say that's quite a good game this far, I like it.
Just, I find the stat UI hard to understand sometimes. What does it improve? what's their purpose (even if I have a small idea :p) ? maybe you can add few notes ?
P.S. : Do you plan to add thematic dungeons or reward CGs like in Erowitches ?
I was talking about Reflex save, Fortitude save and Will save. I guess reflex is to increase "dodge" no ? but for the two others, I don't know what they do :/
Thanks, good to know that I need to clarify that. Some moves target specific saves, it will say Save: <ICON> in their description, which rolls a chance against that save to resist. It makes sense to me from DnD, but obviously needs some tutorialization.
Nice find, and thanks for including the videos! I wasn't checking if these slots were occupied when slotting in new characters. I'll make it so it switches the characters unless the character is locked, otherwise it will do nothing.
I think I found a bug during combat enemies are equipping my PCs with "null" items issue occurred after one of my PC's got 3 items equipped in one combat encounter afterward all enemies both for the rest of the same encounter and all others would equip null items infinitely. Also are there rescue missions in the current build or is that something that still needs to be added?
I think I found another bug. The riposte skill for the rouge does apply the buffs to the enemy instead to the character who uses the skill. I think that is not the intention behind the skill?
Here is a bug, where the images of two enemies are overlapping. I only appeared once so far. I play the game in the browser at the moment and it seems to run relatively well. Another bug I have observed is, that the black censor bar somtimes covers does not disappear after a mission. So it covers the character even when she is dressed.
All in all I must say I am impressed on how quickly you developed this first demo. The game is interesting and I am excited about future updates. Thank you for sharing this games with the community.
Since it happened only once I have not much information about it, sorry. It was in the beginning of the game, perhaps the 3 or 4 mission and it was the first fight in that mission. The images where overlapping right from the beginning of that fight and I could attack the enemies relatively normally. Once the first enemy got defeated it vanished and only the image of the reminding enemy was left. So I could keep playing the game as normal after this. I hope that helps.
I think I encountered a bug I have not seen reported yet. If you select a character's accessory slot which has a cursed item equipped you are able to attempt to equip another item but since the slot is already filled all it seems to do is delete the item.
Could you send me the error logs located in %APPDATA%EroDungeons/logs. Just zip them up, upload them to catbox.moe and post a link here. That way I can figure out what went wrong.
ran into a bug that im not sure how to explain... while training the girls the game takes way to much money I had like 40k saved up and went to go do a dungeon on i had -144 that hurt me lol
Ah, I see. The cost is 500*(1 + [stat points above 9]^2). But when forcing you to pay, it does so after training the stat, so you're paying as if you're training a stat higher.
running into a bug on both online and downloaded, where on day 4 and beyond, no matter what my inventory actually has, even if it's nothing, i'm overencumbered.
Ok, I finally found it. The game pauses itself when you open the retreat panel, so when you retreat the game will start paused when you enter the dungeon again. So the encumberance label doesn't clear and you can't do anything. Just reloading the game works, opening and closing any of the panels (settings, retreat, adventurer info) should also work.
Nevermind, I discovered what went wrong. This only happens if you use the mouse to control the party. I normally use arrow keys so I didn't notice this. What happens is that the game creates the possible paths at the creation of the room, so when the thicket disappears, it won't know that a new possible path was created.
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Not in the demo yet.
I feel its a bit odd that pocket sand is a long rang attack only hitting back rows, the concept is to get close and throw a handful of dirt or sand in someone's eyes, wouldn't it it targeting only front two make more sense?
I don't know why, but after exiting a dungeon with 2 new cursed items on this character I was able to click on the one in the accessory slot and equip a normal item (I believe it was called the giants bracelet), I'm now unable to remove the normal item if its there, and it also made the sprite bigger.
Another batch of oddities and bugs that I found.
Bugs:
1. The Linge skill was not available several times when the character was in the right place.https://files.catbox.moe/cnx6r7.png
Weird moments:
1. As I understand it, it is not finished yet, the name of the cross is not displayed correctly.https://files.catbox.moe/1ooov8.png
2. It seemed strange to me that the character is swapped through one position, and not shifted back two other characters.https://files.catbox.moe/owbvoy.mp4
3. After I closed the character menu during the passage of dungeons, the characters in the first and second positions changed places. Happened 3 or 4 times but I still don't understand why.
4. In the tooltip for character positioning in skills, it is not always clear what position the character should be in. Like here: https://files.catbox.moe/9nh2fb.png
Thanks for the fresh batch of oddities!
Lunge doesn't target the front rank. It's not very clear with the old position indicators, but those have been reworked by now:
About 3: Maybe. Initially, I thought that there was no function for changing the position of characters, but I still don’t understand how this happens, it’s possible to change only by chance and then only the first two positions.
I'd love to see this developed more. I like the mechanics of Darkest Dungeon but never liked the tone, so this is a great game for me. My one major gripe is that there's just generally not enough information. Like, you can't see your adventurers' stats and info at all in the camp, and in battle you can only see details of the adventurer whose turn it is, not any other adventurers or more details on monsters besides health, like moves. Also, you should be able to go on missions without a full party of 4 people, and let some rest back at camp to restore lust points. And a lot of the icons and shorthand used in move descriptions is fine, if you're already familiar with what different icons mean. But, that means you should add some way to get info on what icons mean mid-battle, similarly to how you can at the camp. I understand this is an early game, so a bit of lacking polish is quite understandable, but the lack of info is quite annoying. Maybe just a quick info paragraph below the game itself until you can implement these things in-game?
One of the goals of the demo is to see which parts of the game are well communicated to the player and which parts aren't. This allows me to know what parts I need to clarify to players. Explaining stuff on the Itch page defeats the purpose.
For example, you can right click adventurers in the guild for additional info on stats. You can also right click them in combat (not their portraits though, their actual bodies) for that information, and information on the enemies. But it's good to know that these parts aren't clear, so know I to add it explicitly to a tutorial later.
Less than four to a dungeon is in (not in the tech demo though), you aren't the first to request that :)
This is in large part my being dense, But it took me far to long to realize how level is of a adventurer is shown, It made me think of say borderlands tech tree and I though it was like every 5 levels they get to the next tier of skills. For quite a while I though the 3/3 skills assigned was there are level 3 out of three, and doing personal goals ups the cap. I did keep looking at the giant level indicators and thinking, are those the level indicator, but just couldn't convince myself that was correct. Thoughts like, its to much space to have dedicated to that, or its just tech tree tiers, or that no way is max level so low. Eventually convincing myself that the class names of novice adept and what not were the level indicators.
A simple fix for this would have been if hovering over not yet unlocked skills said "level _ required"
Yeah, now that I think about it, there's really no reason to put stuff on the itch page just to save you a bit of time coding. Oh, one little thing I forgot to mention: The way that character positions are notated in the descriptions of skills is a bit confusing. I would have there be empty circles or Xs to represent spaces where the ability can't be used instead of just leaving the space blank, since that can be quite confusing, especially with abilities that don't have a targeting section to reference based off, such as Blink (or to a lesser extent ray, Block and Patch Up, since they can be used anywhere no matter what).
I found another bug. When using Giants Ring, after being hit by Bite attack, the character scales to normal size, but remains suspended in the air.
https://files.catbox.moe/2dr9rr.png
Here the same outcome is repeated twice.
https://files.catbox.moe/hgqjcf.png
Is there a dedicated place to submit bug reports?
I see, it seems that the Giants Ring got broken, reverting your adventurer to her original size, but I forgot to also fix her offset.
Thanks for reporting, should be an easy fix.
This also happens if an enemy force-equips a cursed item that replaces the Giant's Ring.
Hi ! Wanted to say that's quite a good game this far, I like it.
Just, I find the stat UI hard to understand sometimes. What does it improve? what's their purpose (even if I have a small idea :p) ? maybe you can add few notes ?
P.S. : Do you plan to add thematic dungeons or reward CGs like in Erowitches ?
What do you mean about "the stat UI"? Could you elaborate on what you find hard to understand about it?
There will be thematic bosses at least. But the dungeons are planned to be rather generic this time. At least a lot less fetishy than in Erowitches.
I was talking about Reflex save, Fortitude save and Will save. I guess reflex is to increase "dodge" no ? but for the two others, I don't know what they do :/
Thanks, good to know that I need to clarify that. Some moves target specific saves, it will say Save: <ICON> in their description, which rolls a chance against that save to resist. It makes sense to me from DnD, but obviously needs some tutorialization.
Thanks !
Good luck in dev :
Nice find, and thanks for including the videos! I wasn't checking if these slots were occupied when slotting in new characters. I'll make it so it switches the characters unless the character is locked, otherwise it will do nothing.
Not intentional. Will be removed.
I think I forund a bug: items are not wasted if they are used during the battle
Thanks for reporting! It's a wonder nobody noticed this earlier. Guess people don't use items that much.
or just thought it was intended...
I think I did notice it but it slipped my mind. I use the Antidote item quite a bit in combat, and should probably also be using Salves more.
I found another bug: quirk Bondage Enthusiast does not stack the effect of the number of equipped (locked) items and always gives +10%
Good catch! Fixed it already by now, since it also caused the faltering tokens not to stack.
are there going to be any male enemies or is it all lesbian?
Yes, there will be male enemies as well.
Indeed, I'll implement it.
I think I found a bug during combat enemies are equipping my PCs with "null" items issue occurred after one of my PC's got 3 items equipped in one combat encounter afterward all enemies both for the rest of the same encounter and all others would equip null items infinitely.
Also are there rescue missions in the current build or is that something that still needs to be added?
Good find! I'll fix that bug.
Rescue missions don't exist yet. You killed those adventurers forever. You monster.
I think I found another bug. The riposte skill for the rouge does apply the buffs to the enemy instead to the character who uses the skill. I think that is not the intention behind the skill?
Not at all indeed. That one was already on the to fix list.
Here is a bug, where the images of two enemies are overlapping. I only appeared once so far. I play the game in the browser at the moment and it seems to run relatively well. Another bug I have observed is, that the black censor bar somtimes covers does not disappear after a mission. So it covers the character even when she is dressed.
All in all I must say I am impressed on how quickly you developed this first demo. The game is interesting and I am excited about future updates. Thank you for sharing this games with the community.
Do you have any more info on the overlapping enemies bug? At what moment did it happen, what exactly did you do before then?
The issue is caused by the fight not correctly resetting, so knowing that information would help me isolate it.
Since it happened only once I have not much information about it, sorry. It was in the beginning of the game, perhaps the 3 or 4 mission and it was the first fight in that mission. The images where overlapping right from the beginning of that fight and I could attack the enemies relatively normally. Once the first enemy got defeated it vanished and only the image of the reminding enemy was left. So I could keep playing the game as normal after this. I hope that helps.
Thanks for the bug report!
I think I encountered a bug I have not seen reported yet. If you select a character's accessory slot which has a cursed item equipped you are able to attempt to equip another item but since the slot is already filled all it seems to do is delete the item.
Thanks for reporting! Seems to be a bug indeed, I'll fix it.
Game crashed :/
Could you send me the error logs located in %APPDATA%EroDungeons/logs.
Just zip them up, upload them to catbox.moe and post a link here. That way I can figure out what went wrong.
https://files.catbox.moe/wgtlop.zip
It should work now. But yeah, I think the downloads on this page don't work on non-chromium browsers.
ran into a bug that im not sure how to explain... while training the girls the game takes way to much money I had like 40k saved up and went to go do a dungeon on i had -144 that hurt me lol
Ah, I see. The cost is 500*(1 + [stat points above 9]^2). But when forcing you to pay, it does so after training the stat, so you're paying as if you're training a stat higher.
YES IT OUT
its just a tech demo but I already love this game
would love to see more outfits for the characters, and also possibly game cheats? strictly so that i can use use/give equipment and crests
You can open a console with the `-button, use the "commands" command for a set of valid console commands.
YOOOOOO
running into a bug on both online and downloaded, where on day 4 and beyond, no matter what my inventory actually has, even if it's nothing, i'm overencumbered.
Ok, I finally found it. The game pauses itself when you open the retreat panel, so when you retreat the game will start paused when you enter the dungeon again. So the encumberance label doesn't clear and you can't do anything. Just reloading the game works, opening and closing any of the panels (settings, retreat, adventurer info) should also work.
Should be fixed in the hotfix.
i have also ran into this bug
i ran into a bug with the Thicket i used nothing and i can't get past the Thicket its like an invisible wall
Nevermind, I discovered what went wrong. This only happens if you use the mouse to control the party. I normally use arrow keys so I didn't notice this. What happens is that the game creates the possible paths at the creation of the room, so when the thicket disappears, it won't know that a new possible path was created.
Should be fixed in the hotfix.
Neat game, ran into a minor bug where inspecting empty tavern slots caused a softlock on the downloaded version, but otherwise no other issues.
Thanks for posting it!
Thanks for playing!
That bug should be fixed in the hotfix by now. You'll also no longer be advised to inspect it for extra information :)
On download link its says blocked page
I feared that might happen. Some browsers are overly cautious since the web version uses SharedBufferArrays.
Get the game here:
https://mega.nz/file/iRoyRJ6J#4CbtQNLU3Fu1go09UFfK5rmU0l3BgaqSNu84mYkdqYg
Do i get to say first? idk how this works.
[USER WAS BANNED FOR THIS POST]
Big sad