fakegoonaccount69

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May 15, 2025
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*cough* Dumb bug on my part. To fix this, unzip the two JSON files in the attached zip here and put them in the SadieGetsALife\data\ folder, replacing the ones in there. I also added a roof cat to help you get off of the roof if you're stuck. It's always good to have a roof cat in your life.

This fix will show up in version 0.2.0 for people who don't want to patch manually.
Thanks for the help, but that didn't seem to change anything... Will I need to load an earlier save?
 

Middle Tier Games

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Dec 6, 2019
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Thanks for the help, but that didn't seem to change anything... Will I need to load an earlier save?
Hmm, you should just be able to save the game to a new file, drop those JSON files into the \data\ directory (making sure that they replaced the old .json files of the same name), close and restart the game, and you'll see the roof cat right next to your character when you load your save again. But if you have an earlier save to go back to, that could also work, again, assuming that you've replaced the bad JSON files.
 
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fakegoonaccount69

New Member
May 15, 2025
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Hmm, you should just be able to save the game to a new file, drop those JSON files into the \data\ directory (making sure that they replaced the old .json files of the same name), close and restart the game, and you'll see the roof cat right next to your character when you load your save again. But if you have an earlier save to go back to, that could also work, again, assuming that you've replaced the bad JSON files.
No dice I'm afraid. I've tried it a few times now and no roof cat. Trying my older save now but it'll take me a bit to catch up and test if the new files worked.
 

Middle Tier Games

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No dice I'm afraid. I've tried it a few times now and no roof cat. Trying my older save now but it'll take me a bit to catch up and test if the new files worked.
Sorry about that. And I caught a second issue where something new got added in but isn't in 0.1.5 yet (what I get for not deciding on a proper branching strategy prior to the first release...ugh). Here is the corrected version of 0.1.5 tavern map bugfix. Only Map016.json changed but without this second fix, the tavern quest will fail with a missing file error and that's no bueno.

For people checking this out after the fact and before 0.2.0 releases, this zip file contains two JSON files. Unzip those and move them into the SadieGetsALife\data\ directory. They should replace two existing files.
 
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fakegoonaccount69

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May 15, 2025
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Sorry about that. And I caught a second issue where something new got added in but isn't in 0.1.5 yet (what I get for not deciding on a proper branching strategy prior to the first release...ugh). Here is the corrected version of 0.1.5 tavern map bugfix. Only Map016.json changed but without this second fix, the tavern quest will fail with a missing file error and that's no bueno.
The updated files did work on my old save. My theory (i know nothing about game dev) is that the map needed to "reload" and since the save had me already on the roof it couldn't spawn the cat. Thank for the help and I'm loving the game so far. Keep it up!
 

Middle Tier Games

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Dec 6, 2019
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Yeah game is good

also i have bug with quest schoolhouse at night always get an black screen so there nothing i can do play with windows 11
That's odd. I'll try to replicate locally with the 0.1.5 release tomorrow. There are a few places where I fade to black and have a bit of a delay before going back, but that's usually in the 2-4 second range.
 

mdqp

Well-Known Member
Game Developer
Aug 25, 2018
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By the way, currently you can go to the goblin king before talking to the gobin in the cell, so either force interaction with that guy through a cutscene, or make sure your logic accounts for, as right now you just get teleported after killing the king as the game assumes you did things in the "right" order.

I don't like the game, and I don't think I'll play future updates, but a few observations, just in case:

1) In the early stages, consider severely cutting down the number of enemies: playing with a single character with only one ability outside of regular attacks is exactly the "spam Attack until all things dead" which you seem to not want in the game. I don't need 10 fights to learn to choose attack-attack-special attack or the "highly advanced" special attack into special attack maneuver (if you have the resources for it);

2) Having a heal crystal already trivializes the encounters, but being able to escape pretty much all combats makes it even more of a non-issue. I get wanting a tutorial area (at least, I assume that's what this is) but this is just wasting the players' time, there is nothing to be learned from the other 9 fights after you are through with the first one, especially since we can reset to full health on command. Either you shorten this section considerably, make it slightly harder or at least you give us a team with more characters and/or more skills that are relevant from the get go. I am not saying much, but at least 1 or 2 magic abilities that interact with some of the enemies beyond being pure damage would be a blessing (and no, healing is just a way to keep the fight going, it's not interesting when you are using a 1 man team);

3) Reconsider the enemy positioning: beyond the lone goblin protecting the chest the toughest fight on the first floor are 3 vs 1 fights. Those are tough to beat unless you level up or waste items, but they are trivial if you hunt down the 2 vs 1 fights first. This is (again) just a waste of time. I guess I could avoid the battles, given that even if we are supposed to kill all non-intelligent goblins, killing the king seems to be the only thing that counts (and you don't need to level up for that one, since you won't be doing anything), but I feel like something is wrong if the best move is to avoid the content;

4) What's the point of a twisting maze as a map, given all the above points? There are no random encounters, nor is the maze itself a real challenge and you can always avoid fights anyway so getting lost is completely free of consequences (other than wasting my time, obviously). There are no gates, no keys or levers, no puzzles, no meaningful interactions to speak of (minus some chests to open). At least the map isn't TOO large, but it's still pretty big given the amount of content there is. It's not even a presentation thing, since it's not a place meant to look large or grandiose, it's just a stinky goblin cave;

5) What's the point of the king goblin fight? You can win by just guarding and self-healing while the other character does all the work (the protagonist can sneak in some special attacks here and there, but they are unnecessary). It's even more linear than the other encounters AND you get sidelined from the start. Then again, we started the cave with a fake out fight, until we are given the proper weapons, so I guess it's just more of the same in a different dressing.

I won't comment on the writing/humour much because I assume you are doing what you want there, but I'll say the intro and the "twists" coming every 5 seconds aren't very effective as humour or to introduce the story to me (it feels like it's wasting my time... Again). Humour is subjective, of course, but this felt like a thinly-disguised info dump in slow motion.
 

baneini

Engaged Member
Jun 28, 2017
2,104
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Selecting Fireball here results in black screen and forced reload, the quest is impossible to complete.
black.jpg
Talking to guards results in you going inside the castle and being unable to exit.
 

Middle Tier Games

Newbie
Game Developer
Dec 6, 2019
87
88
137
By the way, currently you can go to the goblin king before talking to the gobin in the cell, so either force interaction with that guy through a cutscene, or make sure your logic accounts for, as right now you just get teleported after killing the king as the game assumes you did things in the "right" order.

I don't like the game, and I don't think I'll play future updates, but a few observations, just in case:

1) In the early stages, consider severely cutting down the number of enemies: playing with a single character with only one ability outside of regular attacks is exactly the "spam Attack until all things dead" which you seem to not want in the game. I don't need 10 fights to learn to choose attack-attack-special attack or the "highly advanced" special attack into special attack maneuver (if you have the resources for it);

2) Having a heal crystal already trivializes the encounters, but being able to escape pretty much all combats makes it even more of a non-issue. I get wanting a tutorial area (at least, I assume that's what this is) but this is just wasting the players' time, there is nothing to be learned from the other 9 fights after you are through with the first one, especially since we can reset to full health on command. Either you shorten this section considerably, make it slightly harder or at least you give us a team with more characters and/or more skills that are relevant from the get go. I am not saying much, but at least 1 or 2 magic abilities that interact with some of the enemies beyond being pure damage would be a blessing (and no, healing is just a way to keep the fight going, it's not interesting when you are using a 1 man team);

3) Reconsider the enemy positioning: beyond the lone goblin protecting the chest the toughest fight on the first floor are 3 vs 1 fights. Those are tough to beat unless you level up or waste items, but they are trivial if you hunt down the 2 vs 1 fights first. This is (again) just a waste of time. I guess I could avoid the battles, given that even if we are supposed to kill all non-intelligent goblins, killing the king seems to be the only thing that counts (and you don't need to level up for that one, since you won't be doing anything), but I feel like something is wrong if the best move is to avoid the content;

4) What's the point of a twisting maze as a map, given all the above points? There are no random encounters, nor is the maze itself a real challenge and you can always avoid fights anyway so getting lost is completely free of consequences (other than wasting my time, obviously). There are no gates, no keys or levers, no puzzles, no meaningful interactions to speak of (minus some chests to open). At least the map isn't TOO large, but it's still pretty big given the amount of content there is. It's not even a presentation thing, since it's not a place meant to look large or grandiose, it's just a stinky goblin cave;

5) What's the point of the king goblin fight? You can win by just guarding and self-healing while the other character does all the work (the protagonist can sneak in some special attacks here and there, but they are unnecessary). It's even more linear than the other encounters AND you get sidelined from the start. Then again, we started the cave with a fake out fight, until we are given the proper weapons, so I guess it's just more of the same in a different dressing.

I won't comment on the writing/humour much because I assume you are doing what you want there, but I'll say the intro and the "twists" coming every 5 seconds aren't very effective as humour or to introduce the story to me (it feels like it's wasting my time... Again). Humour is subjective, of course, but this felt like a thinly-disguised info dump in slow motion.
Thank you for the detailed feedback. I'll rethink some of the early battles based on points 1-4. They're good points and I'll think about updates to make the goblin cave (which I use a few times in the first act) more interesting to players and also prevent players from getting too far without talking to the goblin in the cage.

Regarding the Goblin King fight, the intent of it is to show that there are powerful enemies out there, far stronger than the main character. It's also why the first enemies aren't a breeze: she's weak, untrained, and doesn't realize yet how out of her depth she is. She's relying on her mentor for the first boss (though generally, I don't have her Guard--I usually unload special attacks). But by about halfway through Act I, she takes on an equivalently powerful boss and defeats him, showing her growth over time. That's the idea I was going for in it, at least, but I'll think about ways to show this more effectively and cut down on some of the exposition dumping.
 

Middle Tier Games

Newbie
Game Developer
Dec 6, 2019
87
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Selecting Fireball here results in black screen and forced reload, the quest is impossible to complete.
View attachment 5070455
Talking to guards results in you going inside the castle and being unable to exit.
Would you be able to attach a save file? I didn't have any problems running this locally but I can think of a couple of possible reasons why this could happen.
 

Middle Tier Games

Newbie
Game Developer
Dec 6, 2019
87
88
137
Yeah game is good

also i have bug with quest schoolhouse at night always get an black screen so there nothing i can do play with windows 11
Could you attach a save file? I tried a quick run and was able to load the scene, but a save file would help with troubleshooting.
 

Middle Tier Games

Newbie
Game Developer
Dec 6, 2019
87
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137
I see what happened here. There's an auto-run event that should not have triggered but must have run earlier (and I have my suspicions when, but will do a bit more simulation setup to make sure). When you select the choice to have that conversation about Fireball, the auto-run event that should kick off has already run once and so it doesn't pick up. To provide an immediate fix, I've reset the event in your save file so it will run correctly.

I'm also working up an alternative for V0.2.0 to prevent getting caught in that state. Thanks for letting me know.
 
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mdqp

Well-Known Member
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Aug 25, 2018
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Thank you for the detailed feedback. I'll rethink some of the early battles based on points 1-4. They're good points and I'll think about updates to make the goblin cave (which I use a few times in the first act) more interesting to players and also prevent players from getting too far without talking to the goblin in the cage.

Regarding the Goblin King fight, the intent of it is to show that there are powerful enemies out there, far stronger than the main character. It's also why the first enemies aren't a breeze: she's weak, untrained, and doesn't realize yet how out of her depth she is. She's relying on her mentor for the first boss (though generally, I don't have her Guard--I usually unload special attacks). But by about halfway through Act I, she takes on an equivalently powerful boss and defeats him, showing her growth over time. That's the idea I was going for in it, at least, but I'll think about ways to show this more effectively and cut down on some of the exposition dumping.
Glad it was of some use. Also, my apologies: I must have been feeling cranky today, my comment is definitely too aggressive (although the game did annoy me here and there, it's certainly not a crime against humanity).

I think ideally you'd have a second succubus in training to help with combat variety as well as plot exposition/development (probably good for building the characters too), however that's a big departure from the current setup, so it's probably too much effort, unfortunately.

I didn't play much else of the game (I kind of lost interest when I saw the game just assumed I talked with the smart goblin). I'd recommend maybe a secret passage to the king that only the smart goblin knows/is willing to share, or any other obstacle you can think of that the smart goblin can help you pass, killing two birds with one stone.

Regardless of my feelings about the game, best of luck to you.
 

mastro00123

New Member
Aug 23, 2023
1
0
134
Hi, is anybody else stuck at the party in the castle I talked to everybody the sabotage quest is marked as completed but nothing happens.
I can't even leave the room.
Thanks in advance.
 

Hannibal04

New Member
Dec 4, 2020
5
0
40
I see what happened here. There's an auto-run event that should not have triggered but must have run earlier (and I have my suspicions when, but will do a bit more simulation setup to make sure). When you select the choice to have that conversation about Fireball, the auto-run event that should kick off has already run once and so it doesn't pick up. To provide an immediate fix, I've reset the event in your save file so it will run correctly.

I'm also working up an alternative for V0.2.0 to prevent getting caught in that state. Thanks for letting me know.
did also add the save bug file
 
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