4.50 star(s) 13 Votes

ayumu98

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Sep 2, 2024
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View attachment 4910148
I fucking love this game But this is the second time I've had this same bug
Rescue Mission
I hit enter and nothing happens :(
For others reading the thread, this was a bug in v0.10.5; it has been fixed.

Kinda wish we still had some repeatable quests (and/or can take multiple quests).

Did a fresh game & ended up beating Nanako day 2 (prob could have been day 1 but didn't like my chances), thus ended up doing the bandit quest before dragon -- Since her night event locks you out of sleeping w/ the others.
So, ended up going through the dungeon (for the gold to by enchant scrolls) w/o any extra income--for some of the other girl's events.
Not really needed at that point but ehh.

Edit: New bug:
Paila's moonherb quest; if you select "Leave" (instead of going home w/ the herbs), the object disappears (doesn't move it to inventory for quest completion either).
Not too sure if this also happens w/ Marian's Herb quest and/or Voila's rescuing but maybe look into it? Could be the reason for the kkicho's bug

Edit2: Some thoughts on the rings&tomes:
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Thanks for reporting the bug; it has been fixed.
Also thanks for the feedback / ur general thoughts, I will consider them when balancing, etc.
 

Yamemai

Well-Known Member
Nov 1, 2017
1,228
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Somehow I "tamed" a red slime -- No clue since battle was kinda chaotic w/ the adventurers & me using poison gas & fireball/explosion at the choke point (left)

And, there seems to be a hold over event (Voila alone on floor 4) that gives you a 2nd teddy bear

Btw, are we supposed to be able to use the Musket & Bayonet underwater?

Ps. How do you figure out which save is which? Tried looking for the save to post, but the names aren't intuitive .
 
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LoveMuffin

New Member
Jan 16, 2019
3
1
46
It’s crazy how it’s taken this long for someone to use Yodanji as reference (it probably wasn’t but the way dungeons play out feels very similar, just with keys and treasure rooms instead of hitodama).

Pretty solid system, didn’t realize until after the first Seri event that you can (and should) give scrolls to your allies so they can use skills. Did however notice that the melee-centric characters never actually activated the weapon skills, and due to such outfitting the entire squad as mages was the best way to play since scroll rooms were the most frequent type of treasure room.

Smaller aside, though probably difficult to code, NPCs never reloaded if they had the gun with a bayonet. They’d shoot once if I load it for them, then never reload and just use it exclusively as a melee weapon. Besides those gripes, I like how the project is turning out and am patiently awaiting future updates.
 

ayumu98

Member
Game Developer
Sep 2, 2024
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591
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Somehow I "tamed" a red slime -- No clue since battle was kinda chaotic w/ the adventurers & me using poison gas & fireball/explosion at the choke point (left)

And, there seems to be a hold over event (Voila alone on floor 4) that gives you a 2nd teddy bear

Btw, are we supposed to be able to use the Musket & Bayonet underwater?

Ps. How do you figure out which save is which? Tried looking for the save to post, but the names aren't intuitive .
Hi, thanks for the report. I fixed the bayonet bug (0.10.10 on itch) but haven't been able to figure out the other bugs yet.
Re: the saves, feel free to dm me the whole save folder.

It’s crazy how it’s taken this long for someone to use Yodanji as reference (it probably wasn’t but the way dungeons play out feels very similar, just with keys and treasure rooms instead of hitodama).

Pretty solid system, didn’t realize until after the first Seri event that you can (and should) give scrolls to your allies so they can use skills. Did however notice that the melee-centric characters never actually activated the weapon skills, and due to such outfitting the entire squad as mages was the best way to play since scroll rooms were the most frequent type of treasure room.

Smaller aside, though probably difficult to code, NPCs never reloaded if they had the gun with a bayonet. They’d shoot once if I load it for them, then never reload and just use it exclusively as a melee weapon. Besides those gripes, I like how the project is turning out and am patiently awaiting future updates.
Hi, thanks for the feedback. I've never played Yodanji but I'm sure we have a bunch of common influences. Also I fixed both bugs (npcs not using weapon skills and npcs not reloading the musket+bayonet) (0.10.10 on itch).
 

AwakeningTTT

New Member
May 21, 2025
1
1
12
Some builds I've been having success on:
Hammer/Recharge + Knockback Tome. Knockback isn't subject to the hammer stun, and will reduce cooldown times of other tomes, so you can chain knockback tomes back to back. You are effectively immune to melee as long as you aren't swarmed. Combine it with an explosion or poison tome for long-range options.
Dagger + 2xShadow + Assassination. You can effectively solo the entire dungeon, as your lunge should one-tap everything, and you can heal between engagements. You can combine this with armor glue instead of assassination to free up a ring slot, as being hit will stun the enemy for one turn, allowing you to kite them in place.

And here are some suggestions.

Dynamic Weapon Hotkeys: Give each weapon its own hotkey arrangement. This overrides the default hotkey arrangement, so you can more easily switch between builds, and to free up hotkeys dedicated to dead hotkeys from switching to the current weapon. This also allows for the use of build-swap weapons, where you can make an equipment-swap dagger that has hotkeys specific to swapping into specific equipment.

Parry Tome: Gain X% Physical Resistance. On being attacked, knockdown the opponent. This buff is removed if user attacked or is attacked, or after N turns.
Backpedal Tome: Attack for 100%+X% in target direction, and move in the opposite direction.
Vault Tome: Knockback and knockdown self in target direction 1 to X tiles. Colliding with a monster will also knockback and knockdown.
Dive Tome: Create deep water tile on your location. This tile will revert if you move from the current position.
Throw Tome: Pick up adjacent monster and throw them in target direction. This will knockback and knockdown. Distance is effected by enchantment value and the max health of the monster.
Charge Tome: Move in target direction and get 2 Stacks of Charging_(Direction) Buff. Moving in that direction for subsequent turns adds 2 stacks to this buff. Each turn, decay 1 stack. On attacking an enemy, consume all stacks and deal an additional X% damage per stack. Alternatively, add 1 Stack for adjacent directions to the main. (UP+2, LEFTUP+1, RIGHTUP+1)
Channel Tome: Take 10 Damage. Gain X stacks of Magic_Up. (Magic_Up increases magic damage by 1 per stack. It decays by 1 stack per turn)
Shadowstep Tome: Teleport to target enemy and basic attack. Tile chosen is random, but will prioritise tiles furtherest away from the player's current position.
Glass Wall Tome: Creates a temporary glass wall at target location. It decays after X turns.

Air Pressure Tile: Air Environmental Hazard. Dissipates quickly. High pressure (some threshold) may cause knockback and knockdown. If this hazard enters another tile with poison/smoke/steam/fire/projectile already, it will forcefully dissipate it to neighbouring tiles (unless the tile has no valid neighbor).
Wind Burst Tome: Creates X air pressure at target location.
Air Vent (Environment): Creates air pressure on location every X turns.
Air Cloud: Attacks similar to Poison Cloud, except will cause air pressure on its tile on death.
Air Ball: Attacks similar to Fireball. Creates air pressure on hit instead.

Thanks for the work so far. There isn't much replay value other than grinding for enchant scrolls, which makes builds like knife-stealth appealing due to the low investment compared to tome builds. Not sure how you'd get around to encouraging alternative weapons when the dagger is top tier.
Also the bug for lunging into walls is funny.
 
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ayumu98

Member
Game Developer
Sep 2, 2024
121
591
171
Some builds I've been having success on:
Hammer/Recharge + Knockback Tome. Knockback isn't subject to the hammer stun, and will reduce cooldown times of other tomes, so you can chain knockback tomes back to back. You are effectively immune to melee as long as you aren't swarmed. Combine it with an explosion or poison tome for long-range options.
Dagger + 2xShadow + Assassination. You can effectively solo the entire dungeon, as your lunge should one-tap everything, and you can heal between engagements. You can combine this with armor glue instead of assassination to free up a ring slot, as being hit will stun the enemy for one turn, allowing you to kite them in place.

And here are some suggestions.

Dynamic Weapon Hotkeys: Give each weapon its own hotkey arrangement. This overrides the default hotkey arrangement, so you can more easily switch between builds, and to free up hotkeys dedicated to dead hotkeys from switching to the current weapon. This also allows for the use of build-swap weapons, where you can make an equipment-swap dagger that has hotkeys specific to swapping into specific equipment.

Parry Tome: Gain X% Physical Resistance. On being attacked, knockdown the opponent. This buff is removed if user attacked or is attacked, or after N turns.
Backpedal Tome: Attack for 100%+X% in target direction, and move in the opposite direction.
Vault Tome: Knockback and knockdown self in target direction 1 to X tiles. Colliding with a monster will also knockback and knockdown.
Dive Tome: Create deep water tile on your location. This tile will revert if you move from the current position.
Throw Tome: Pick up adjacent monster and throw them in target direction. This will knockback and knockdown. Distance is effected by enchantment value and the max health of the monster.
Charge Tome: Move in target direction and get 2 Stacks of Charging_(Direction) Buff. Moving in that direction for subsequent turns adds 2 stacks to this buff. Each turn, decay 1 stack. On attacking an enemy, consume all stacks and deal an additional X% damage per stack. Alternatively, add 1 Stack for adjacent directions to the main. (UP+2, LEFTUP+1, RIGHTUP+1)
Channel Tome: Take 10 Damage. Gain X stacks of Magic_Up. (Magic_Up increases magic damage by 1 per stack. It decays by 1 stack per turn)
Shadowstep Tome: Teleport to target enemy and basic attack. Tile chosen is random, but will prioritise tiles furtherest away from the player's current position.
Glass Wall Tome: Creates a temporary glass wall at target location. It decays after X turns.

Air Pressure Tile: Air Environmental Hazard. Dissipates quickly. High pressure (some threshold) may cause knockback and knockdown. If this hazard enters another tile with poison/smoke/steam/fire/projectile already, it will forcefully dissipate it to neighbouring tiles (unless the tile has no valid neighbor).
Wind Burst Tome: Creates X air pressure at target location.
Air Vent (Environment): Creates air pressure on location every X turns.
Air Cloud: Attacks similar to Poison Cloud, except will cause air pressure on its tile on death.
Air Ball: Attacks similar to Fireball. Creates air pressure on hit instead.

Thanks for the work so far. There isn't much replay value other than grinding for enchant scrolls, which makes builds like knife-stealth appealing due to the low investment compared to tome builds. Not sure how you'd get around to encouraging alternative weapons when the dagger is top tier.
Also the bug for lunging into walls is funny.
Thanks for the awesome comment!!
 
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Yamemai

Well-Known Member
Nov 1, 2017
1,228
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Couple bugs/glitches: (involving Nanako, so not really high priority) (probably last till newer version)
A. Was somehow able to meet Torne w/ a full party; think it may be due to Nanako overriding?
B. Tho you prob already fixed the underline: Similarly, the battle on floor 4 (Voila's event?) that gave the teddy bear triggered again -- w/ Nanako + full party
C. If you remove Nanako from party (while in dungeon, maybe in town too?), you can't re-recruit her.


PS. Extra (Mentioning it since there's no memory for this):
A variant(?) of Paila's Clothing Store event was selectable after you finish Pila's 5th guide point (Ig. Uniform option).
 
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ayumu98

Member
Game Developer
Sep 2, 2024
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A. Was somehow able to meet Torne w/ a full party; think it may be due to Nanako overriding?
This is intentional, but i can see how it's surprising.

B. Tho you prob already fixed the underline: Similarly, the battle on floor 4 (Voila's event?) that gave the teddy bear triggered again -- w/ Nanako + full party
Finally figured this one out: if you do the B10 kino/earnest encounter first, kino/earnest keep the B10 dialogue "equipped" in the B4 encounter. This is a big bug because it blocks viola's route. I fixed it in 0.10.11 on .

Also I noticed that the B4 and B10 dialogues are designed to be seen in the order B4 -> B10; the dialogues should be a little different if seen in the other order, will do this in the next update.

C. If you remove Nanako from party (while in dungeon, maybe in town too?), you can't re-recruit her.

PS. Extra (Mentioning it since there's no memory for this):
A variant(?) of Paila's Clothing Store event was selectable after you finish Pila's 5th guide point (Ig. Uniform option).
I'll fix these in the next major update.
 
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Yamemai

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Nov 1, 2017
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Finally figured this one out: if you do the B10 kino/earnest encounter first, kino/earnest keep the B10 dialogue "equipped" in the B4 encounter. This is a big bug because it blocks viola's route. I fixed it in 0.10.11 on .
Ahh, yeah met them on day 3 IIRC (aka day after I beat Nanako's party), so didn't get the chance to do Viola's events yet--since she needed 2~3 explores, or Pila/Paila's quest, first.
 

DrLizardman

Active Member
Apr 28, 2021
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Are there levels or is it just based mostly on gear? I see many of the npcs need you to go alone but that's kinda hard to get to the lower levels unless youre really stealthy.
 

ayumu98

Member
Game Developer
Sep 2, 2024
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Are there levels or is it just based mostly on gear? I see many of the npcs need you to go alone but that's kinda hard to get to the lower levels unless youre really stealthy.
Just items (and enchantment levels). The next version will have some feats.

How do I change the MC name in memories?
Hi, thanks for bringing this up. Right now it's not possible but I'll make it possible in the next version.

Is it even possible for this to ever get a android port?
Hi, I decided not to do an android port for the time being. Android + external controller support doesn't require much changes but Android by itself (phone size) requires a bunch of ui changes, e.g.
* 2x size map (or pinch to zoom like pixel dungeon)
* 2x size menu items / buttons
* either on-screen controls or click-to-move for moving/attacking
* on-screen controls for opening menus

(btw game dev is on hold bc of job hunting :cry:)
 
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Gojii

Well-Known Member
Oct 29, 2019
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Just wanted to stop in and give my regards. Your game is good, keep at it ayumu, best regards in getting a decent job. Seri x MC content is going to be top stuff. <3 All the best. :BootyTime:
 
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misterup

Newbie
Jun 5, 2018
17
73
111
Good luck with the job hunt ayumu! Job hunting always sucks but it's hard to imagine you won't find something good on the other end considering how good you've been about responding to feedback here
 
4.50 star(s) 13 Votes