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Is a mobile version plannef or the game will remain pc only

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I'm not sure how the code would work for mobile. I could give it a shot at some point, but it's likely going to stay PC only for a while.

the dialogue is fantastic, and the humor is gold. though the lack of art for the main reason for all of it holds it back tremendously. past that, fucking PEAK

All of the sprites are done by my friend Ash (Sadly I can't really do any good art myself yet). But if they end up making some for Selvata, I'll make sure to add them.

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The text descriptions remind me of Kingdom of Loathing, in a good way.

You may want to consider adding a way to play with one hand.  A way to select the menu options with the arrows/wasd would work.

Already got plans for a one-handed mode when I'm able to find time to do so.

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Very fun game, only particular want is an option to skip drops for equipment that is objectively worse in every stat compared to what you have already, or some way to access previous equipment. I always feel like I'm at risk of misclicking...

The skipping bad drops is a very good QoL thing that i should probably have thought of myself when doing it. As for accessing previous equipment, an inventory system is something I have considered doing, but would likely be a more significant update due to how much I'd likely need to do for it.

Sorry but i dont understand what are relations between weapon attack and hits. DOes longer combo means more damage? Is it multiplied somehow? Or is it "to make X damage, hit Y long combo"?

More hits means more potential damage that you deal. It doesn't matter how many you hit in a row, just how many you hit. You also deal more damage for how much time you have remaining, but the amount you hit contributes more.

That then gets boosted by your attack (Which your weapons attack adds to) and compared to the enemies defense to see how much you deal.

Clear now, thanks. Also, what is current max size when flavor text stop changing?

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Bigger than earth

Oh dear, that won't do~! The universe is a big place, you know...

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Oh don't worry, there's plans for her to go bigger. But that will be for a bigger update.

Potential Bug when using Opera, Discard button disappears, its still clickable its just not there to see.

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OH! Oops, I increased the monster's item drop rate in the most recent patch and both forgot to mention it in the devlog and also forgot to adjust the discard appearing to match the new drop rate. Should be fixed now.

Level 1 Adventurer error (Or in other words, if you talk to Selvata first before exploring):


___________________________________________

############################################################################################

ERROR in action number 1

of Mouse Event for Left Pressed for object action1:

Illegal time source repetition value: 0

at gml_Object_action1_Mouse_4

############################################################################################

gml_Object_action1_Mouse_4 (line -1)

I...genuinely have no idea what's going on with this error. I've tested this myself and it's worked fine for me. Sadly there's nothing I can really glean from the error that's been thrown here either. The best I could gather is that it's tried to run script used for the attacking timer, since it has the illegal time source thing here. But it shouldn't be doing that with Selvata at any point, and it's somehow throwing the line -1 as the one causing the issue which is just...what? There isn't a line -1.

Really sorry that I can't help with this. If anyone else knows Gamemaker language that can figure out what's the problem here I'm glad to do what I can to fix it though.

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Yeah, this is quite odd.

I'm not even getting the error anymore from the exact method I used above.

Even visiting the shops and Selvata before exploring doesn't generate the error.

I even moved the save ini I initially created into a different folder to generate new saves didn't generate that error.

Probably some 1 in 1000 bug or something that's going to be a nightmare to figure out what causes it, but thanks for reporting the error. if I ever figure out what tripped it I'll make sure to do what I can to fix it.

Phenomenal. So BIG!

Improvements:

  • Fullscreen and window resizing are desperately needed.
  • Commas are needed once numbers get into the millions.
  • A max buy button would be nice once the player has 1m+ points to spend.

Yeah, I need to figure out how to do the first two since they're just, currently stuff I'm not sure how to implement into it. The last one though is something that I am going to be working on. Will try to get it and a bunch of fixes and balancing done as soon as I can since I'm going to be rather occupied for a while.

For adding commas, if you're using javascript, you can simply use:

number.toLocaleString()

and it will return the number formatted for whatever the user's language prefers, eg. comma separation for US locale, period separation for many European locales, etc. You can pass a string to the function to specify the locale if you want to be opinionated, such as 'en-US' for US locales.

If you want to do scientific notation you could do:

number.toExponential()

If you want to use your own abbreviations, you could do something like:

const num = 1234567890;
const commaNum = number.toLocaleString('en-US'); // Returns 1,234,567,890 regardless of user's locale
const splitNum = commaNum.split(','); // Splits the string into an array of strings using the commas as the split points
const displayNum = splitNum[0]; // Set the display num to the most significant digits; 1 in this case
if (splitNum.length === 1) {
    return displayNum // No commas means no abbreviation necessary
}
else
if (splitNum.length === 2) {
    return displayNum + "K"; // 1 comma means we're dealling with thousands
}
else
if (splitNum.length === 3) {
    return displayNum + "M"; // 2 commas means we're dealling with millions
}
else
if (splitNum.length === 4) {
    return displayNum + "B"; // 3 commas means we're dealling with billions; which we are in this specific case
}
else
if (splitNum.length === 5) {
    // Continue the pattern until numbers get so large that scientific notation is the only thing that's reasonable any more...
}

The above code will only return 1-3 whole number digits followed by an abbreviation letter.

I'm using Gamemaker which does GML, and am not super good with using strings yet, but am doing my best to learn and improve, so will hpoefully be able to put this to use soon. (Since I'm sure it wouldn't be too hard to find an equivilent function for GML)

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some reason my laptop recognize this as a virus when I tried to download it

Yeah, this frustratingly happens sometimes with it and I have no idea why it does so. Apparently its just an issue that pops up ocassionally with games made in Gamemaker. I've tried a bunch of stuff to see if I can figure out what's causing it to flag the warning, but the only thing I can find is that it doesn't have a security credential (Or whatever the term was)

i got a bit too into it

Oh my goodness! I'm glad that you've been enjoying it enough to get that far into it. Am thinking I might need to put some caps on stuff or something now since apparently some people have been having numbers get so big they error out. But am really glad that people have like, enjoyed it enough to get to those values.

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Would it be possible to add a function where swiping up down left right could be used as input in attacks? Or maybe a option to add a dpad or something along those lines? Other than that it’s an amazing game though a bit confusing.

Sadly I'm not entirely sure how I'd be able to add that functionality right now for swiping as input. I probably could do an on-screen d-pad for it though. Will see what I can do about that when I'm able. (Have had a busy day since posting the game that's ended up leaving me feeling under the weather on top of being exhausted, so going to be resting up a bit before working more on this)