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dazzlesp31

Newbie
Jan 6, 2018
66
62
70
Stuck in the "mind level", when she is back to spores planet, and some parts of the screen are blured. No idea what the hell should I do. just went throug all the level and nothing happens :(
 

Cursed Atelier

Creator Team of VoidBound
Donor
Game Developer
Jul 9, 2017
750
1,091
388
The first boss is a big brick wall. Farming for mods is kinda shit too because if you want to save coilshot ammo and repair kits you can easily be unlucky and get oneshot. Combat is too punishing and there's no power progression like leveling to help with it
Hey, sorry that you have troubles with that boss, combat is under heavy revisions, so it will get better in the future.
Some tips that I can give towards that boss, you can consider take off your secondary weapon and work mainly with your blaster only, that decreases your overall weight which give you more turns then the boss and enemies.

If you combine that with turrets and shields, as well as your PSI buffs, he should be defeatable.
 

Cursed Atelier

Creator Team of VoidBound
Donor
Game Developer
Jul 9, 2017
750
1,091
388
Stuck in the "mind level", when she is back to spores planet, and some parts of the screen are blured. No idea what the hell should I do. just went throug all the level and nothing happens :(
In the mind dungeon where you go back to Xaide(spore planet), you have to retrace your steps that you did when you were there first.

I'm gonna put in spoilers:
You don't have permission to view the spoiler content. Log in or register now.

Hope that helps, if it doesn't let me know where you currently are and I will try my best to walk you through it.
 
Last edited:
Aug 19, 2021
1
13
44
Hi, I'd like to offer my feelings on the combat system (yeah, I know, very original), in case you folks needed more feedback:

Personally, combat feels sluggish and un-engaging. The weapons and abilities provide options, but I always end up feeling like I'm on the back foot, unable to do anything but react even if I had the advantage. I don't feel confident taking risks because that could open me up to the enemy dogpiling me with attacks (especially since I'm almost always in a numbers disadvantage). This probably leads to my feeling of the enemies being too tanky to deal with.

The secondary weapons' also feel unrewarding. Yes, they can one- or two-shot enemies, but that means having to stand by as each enemy takes one or more turns before I can react, restricting my choices for countering them. The ammo system also made it me tend to save my secondary for the big, scary bosses (although this isn't that big of a deal considering I can now replenish ammo in shops).

My suggestion is to allow the player to feel more proactive in combat: maybe add a way to replenish AP so I can do devastating combos, or perhaps add a special skill that pushes enemies back on the timer, or maybe allow us to do more multi-enemy attacks.

Hope this helps!

PS. I like the positive character development in the mind area, that's something you don't tend to see much in this genre.
 

Cursed Atelier

Creator Team of VoidBound
Donor
Game Developer
Jul 9, 2017
750
1,091
388
Hi, I'd like to offer my feelings on the combat system (yeah, I know, very original), in case you folks needed more feedback:

Personally, combat feels sluggish and un-engaging. The weapons and abilities provide options, but I always end up feeling like I'm on the back foot, unable to do anything but react even if I had the advantage. I don't feel confident taking risks because that could open me up to the enemy dogpiling me with attacks (especially since I'm almost always in a numbers disadvantage). This probably leads to my feeling of the enemies being too tanky to deal with.

The secondary weapons' also feel unrewarding. Yes, they can one- or two-shot enemies, but that means having to stand by as each enemy takes one or more turns before I can react, restricting my choices for countering them. The ammo system also made it me tend to save my secondary for the big, scary bosses (although this isn't that big of a deal considering I can now replenish ammo in shops).

My suggestion is to allow the player to feel more proactive in combat: maybe add a way to replenish AP so I can do devastating combos, or perhaps add a special skill that pushes enemies back on the timer, or maybe allow us to do more multi-enemy attacks.

Hope this helps!

PS. I like the positive character development in the mind area, that's something you don't tend to see much in this genre.
Hey, thank you very much for the feedback.

We are always in need for feedback on the combat system or general feedback, so don't worry about it, the more the better.

Currently we are in the middle of adjusting/updating/adding the systems and new system to give it more depth and options to play it differently. As you said, currently it feels sluggish and while there are different ways to approach certain aspects, there isn't really a reason to do it. So that is something we are currently trying to figure out how can we solve it in a way that it doesn't feel too hard or too easy and is still fun.

To say it simply, we are happy about the base we created for the combat system and the features, but not so much on how it feels or is balanced.

During our next few patreon releases, we will experiment a lot with smaller changes to see how does impact the combat, while also deploying new mechanics to see if these changes would make the combat more engaging.

Maybe even the small change that we are currently working on about adding different elemental bullets/magazines to the weapons might help in shifting the tempo around, but that is sadly all things that take time to see how well does it work or is it even liked by the audience.
 

Reoma

New Member
Jun 11, 2018
3
0
102
Getting EPERM errors specifically at the bar. If I try to work there, I immediately get hit with that specific error. Giving full permissions did not change the result either.
 

Cursed Atelier

Creator Team of VoidBound
Donor
Game Developer
Jul 9, 2017
750
1,091
388
Getting EPERM errors specifically at the bar. If I try to work there, I immediately get hit with that specific error. Giving full permissions did not change the result either.
Does it create a crash log?
Can you provide a screenshot?
The more information you can provide the better.

It's possible that your antivirus is blocking some pictures from being loaded in causing that error.
 
Last edited:

dazzlesp31

Newbie
Jan 6, 2018
66
62
70
Solved, finished the "mind dungeon", and waiting for new areas.

The game has some bugs (sometimes it just goes to black screen), but is really nice.

I would like to see more battle options. I mean, more buffs or debuffs as enemies are matting with the girl.

But is an overall good game. :D
 

Cursed Atelier

Creator Team of VoidBound
Donor
Game Developer
Jul 9, 2017
750
1,091
388
Solved, finished the "mind dungeon", and waiting for new areas.

The game has some bugs (sometimes it just goes to black screen), but is really nice.

I would like to see more battle options. I mean, more buffs or debuffs as enemies are matting with the girl.

But is an overall good game. :D
Thanks for the feedback!

More battle options are coming for sure!
I would like to ask a bit more about the blackscreens, as not many have reported them.
Do they happen randomly? Or is there a pattern to them?
 

F4C430

Active Member
Dec 4, 2018
727
868
270
I doubt anyone cares but i keep getting an error on Linux. Based on a quick look into the code, it seems to be a problem loading an image. This is how i'm running your game natively on Linux: link. I'm using nwjs-v0.64.0-linux-x64. I disabled the extra graphics settings for lightings, particles, and map animation just in case. My best guess is that you're probably using a plugin that isn't Linux-friendly (likely a case mismatch going on somewhere since Linux is case-sensitive).

You don't have permission to view the spoiler content. Log in or register now.
 

Vuongs

Member
Aug 24, 2017
110
125
248
I play to the point where I solved the pipe puzzle but then got stuck and don't know how to process. The nothing left beside this sealed door. Tried to kill a bunch of enemies in the area but nothing happen.
1660666909539.png
 

Cursed Atelier

Creator Team of VoidBound
Donor
Game Developer
Jul 9, 2017
750
1,091
388
I doubt anyone cares but i keep getting an error on Linux. Based on a quick look into the code, it seems to be a problem loading an image. This is how i'm running your game natively on Linux: link. I'm using nwjs-v0.64.0-linux-x64. I disabled the extra graphics settings for lightings, particles, and map animation just in case. My best guess is that you're probably using a plugin that isn't Linux-friendly (likely a case mismatch going on somewhere since Linux is case-sensitive).

You don't have permission to view the spoiler content. Log in or register now.
The game is currently not developed/adjusted to be playable on Linux or Mac.
That will be done once the game is near completion, sorry for the inconvenience.
 

Cursed Atelier

Creator Team of VoidBound
Donor
Game Developer
Jul 9, 2017
750
1,091
388
I play to the point where I solved the pipe puzzle but then got stuck and don't know how to process. The nothing left beside this sealed door. Tried to kill a bunch of enemies in the area but nothing happen.
View attachment 1987588
You need to interact with the panels to the south of the locked door, they are located at the walls.
 
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F4C430

Active Member
Dec 4, 2018
727
868
270
The game is currently not developed/adjusted to be playable on Linux or Mac.
That will be done once the game is near completion, sorry for the inconvenience.
I realize this because you had mentioned it earlier, however i provided the information anyway so that you can handle the problems early on if you choose to (less work to do later). I'm not expecting you to follow up on it. Good luck.
 

Cursed Atelier

Creator Team of VoidBound
Donor
Game Developer
Jul 9, 2017
750
1,091
388
I realize this because you had mentioned it earlier, however i provided the information anyway so that you can handle the problems early on if you choose to (less work to do later). I'm not expecting you to follow up on it. Good luck.
Yeah, we have started doing that already, with the new characters/sprites/pictures all being lowered cased, all new plugin additions are also written with linux/mac and windows in mind.

Just sadly something we can't focus on quite yet, but we are doing our best to get it playable on other plattforms as soon as possible.

Thanks a lot for the feedback and information, it's appreciated!
 
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YakumoNagi

Newbie
Aug 8, 2022
28
91
77
I doubt anyone cares but i keep getting an error on Linux. Based on a quick look into the code, it seems to be a problem loading an image. This is how i'm running your game natively on Linux: link. I'm using nwjs-v0.64.0-linux-x64. I disabled the extra graphics settings for lightings, particles, and map animation just in case. My best guess is that you're probably using a plugin that isn't Linux-friendly (likely a case mismatch going on somewhere since Linux is case-sensitive).

You don't have permission to view the spoiler content. Log in or register now.
This might sound counter-intuitive but have you tried running it under WINE?

I haven't tried running VoidBound on my Steam Deck but I had to ditch the native build and revert to a windows executable for a different indie game due to case-sensitivity issue. Might worth a try.
 

Cursed Atelier

Creator Team of VoidBound
Donor
Game Developer
Jul 9, 2017
750
1,091
388
This might sound counter-intuitive but have you tried running it under WINE?

I haven't tried running VoidBound on my Steam Deck but I had to ditch the native build and revert to a windows executable for a different indie game due to case-sensitivity issue. Might worth a try.
I can confirm that the game seems to be running on Steam deck, one of our writers played it for a bit, but I don't know how well or if it had issues.
 

F4C430

Active Member
Dec 4, 2018
727
868
270
This might sound counter-intuitive but have you tried running it under WINE?

I haven't tried running VoidBound on my Steam Deck but I had to ditch the native build and revert to a windows executable for a different indie game due to case-sensitivity issue. Might worth a try.
Yeah that's usually what i end up doing as a last resort, but i also like to give the feedback in case a dev is sympathetic to Linux users. I would rather not run a compatibility layer on top of an engine that doesn't really need it if possible.

Edit: I can't get it to work in wine either.
 
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