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Slime Knight
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Dragon Bustier 
 PostSat Mar 06, 2010 7:05 pm
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First to note: there was 2 big errors in the file, anybody who cares, go get the file again: http://www.slimesalad.com/forum/viewgame.php?t=3451

If you find any bugs please let me know. I'll try and make the game more playable. In the meantime, you can go and try and kill the Red Dragon.

EDIT: Final version out! Go get it again for the last time.
Metal Slime
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 PostSat Mar 06, 2010 7:11 pm
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Bug fixes? Bah, no thank you. I'd rather play the version of the game where I have infinite herb uses.

EDIT: Okay, it turns out that wasn't the error you were talking about. Do I have to start over now? Gonk
Liquid Metal Slime
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 PostSat Mar 06, 2010 7:11 pm
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So far, this is my favorite game for the contest. It's really fun, and excellently drawn. Good job. Still have to find the 4th hero yet though.
Slime Knight
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 PostSat Mar 06, 2010 7:17 pm
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RMS: Infinate Herb uses? Well that's not something I fixed yet, although that's funny it wasn't as bad as the other ones which would of prevented the game from being defeat.

RMZ: Hey, thanks a lot. And there are 4 heroes total, they are all there! (Pretty sure...), Concentrate, catch them all!
Slime Knight
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 PostSat Mar 06, 2010 7:49 pm
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Oh crap, RMZ was right, there's an error in Wolfgang's join. IT WAS RIGHT A DAY AGO. How did this happen...

There will be one more fix I hope, GO GET IT! This time I've fixed the herbs (you'll be happy to know they are now usable outside battle and cost 1/10th less!). and more importantly Wolfgang not joining, he will join now! Is that all? Yes I suspect it is!

EDIT @ 19:27: A bit more problems, you're going to need to debug or edit the door that's in the way on the 3rd floor of the dungeon for now. I will have a updated, totally fixed and final version later; When I'm sure I've done everything. If there's anything you'd like to see in this version, drop me a line!
Super Slime
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 PostSun Mar 07, 2010 7:43 am
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- The stairs at the end of level 3 take you back to the entrance to level 3. (Intentional?)
- CURE is unusable outside of battle.
- Arial never learns any magic.
Mega Tact v1.1
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Slime Knight
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 PostSun Mar 07, 2010 9:12 am
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Mogri.
The stairs are not intentional... I'll get right on that.
Cure unusable outside battle isn't a big deal, but I'll make it usable outside.
Arial buys her magic at the shop.

Going to release a final soon.
Super Slime
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 PostSun Mar 07, 2010 4:19 pm
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All the shopkeepers sell the same stuff (weapons and Herb). Should they be selling different stuff, then?
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Slime Knight
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 PostSun Mar 07, 2010 5:31 pm
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Mogi, Nope.
ATTENTION!!

Alright, I fixed just about every single thing I could find in the game, It is now playable to the maximum!

I have made the following improvements as well:
- Tweaks in battles
- All the Townspeople and Soldiers and so on now have things to say.
- A few new things.
- Lots of little improvements overall

So go get the latest version! Thanks!
Super Slime
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 PostSun Mar 07, 2010 7:39 pm
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Oh, the shop list scrolls down. This is obviously not your fault, but I wish there were something in the engine to indicate that.

Finished the game. I still think the empty chest on floor 2 is sadistic, but the tons of gold make sense now that I realize there was somewhere to spend it all. I wish Lazlo had another skill (maybe he learns one really late? I was level 20), and poison was really, really weak, but it was still a solid game. I stand by my statement that this resembles an NES game the most of the entries (although the palette included non-NES colors, if I'm not mistaken). Of course, that's not a bad thing, especially given the contest Smile
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Slime Knight
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 PostSun Mar 07, 2010 7:52 pm
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I'm really happy to hear you went and beat the game, so I didn't make a mistake. phew.

Yeh, the game is very simple minded of course... There's a few reasons for this. First off yes, there is the intention of making it like a classic RPG. The rest is because I had nothing but 8 graphics done into 24 hours left as I had given up, but deciding to go at it after playing Horse Game; I didn't have time to really think things over much and just went through the motions quickly. This created a lot of mistakes, but now they are fixed.

If you want to talk about "sadistic" though, the chest is absolutely intentional, and so are a few other things. This is a part of design to me, you see I think a lot of RPG's baby you into finding the chests, getting everything right; they play entirely too intuitively, as if to play on auto-pilot. I try and design some things that will make the player think twice about standard decisions. There's a lot more of this kind of thing in Horgoth (and it's done a bit better than in this one.)
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