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does this game auto save or something? cuz i can't click on the save button

everytime you go to sleep you can save

correct. You will be given the option to save each night after the “daily” height display is done. 

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missing a card art img/cards/UnstableExplosive.png

png name not found in zip.


just fake Unbeatable.png_ to replace it for now or my game are not playable.


data/map032.json are missing, when I try enter boss map I got black screen.

fake map017.json to replace it for now.

thank you! Will rectify these soon! 

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I'm very interested in what seems to be a dynamic system between the contestants. I was hoping that it would permutate their decks and select for the best ones, but so far as I can tell, they are not playing with cards in the first place (fair enough, that would have been very impressive, though); as it is, what regulates the difficulty of each contestant, and determines whether they will beat another?

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sadly no. That part of the card plug-in hasn’t been implemented just yet. Once it does…. Well, things will get veryyyy interesting 

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As soon as that happens, be ready for all hell to break loose lol

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Exactly. I can purposely give them degenerate combo decks :D 

Hehehehe

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Looking forward to it! There are certainly some infinites and broken combos lmao, which is fine since it isn't multiplayer IMO, it's very rewarding

Though being able to get infinite height during a battle might not be ideal - maybe make it steal from the opponent instead, so you can only get a certain amount per battle?

ir feels like their attacks are based on their height? Not sure but i challanged a girl double my size and she had an attack which reduced my health by more than half. XD

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will the demo be updated when the paid version get updated or wont there any updates for the free demo version?

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the demo will receive updates periodically. There will be some content that won’t be available outside of the Patreon version, but I will add more content to the demo over time. 

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I must say I like the base game design of the cards a lot (as well as the other kind of design), but RPGMaker made it pretty tedious play.
The game frequently just stopped responding to input, and I had to wiggle my mouse around for the game to finally realize what going on, and even then it takes a long time before the game responds to anything even if it's registering the input properly.
I know this game is already bending a game engine backwards just to make it run a card game, so would it even be possible to fix something like this?

hmm, that I haven’t had happen to me yet. I’m assuming it’s probably cause the game would chug memory causing a drop in frames as the game progresses. Was there any particular area where you noticed the issue happen? Or does it just occur in general. 

Definitely not an FPS issue. I don't know enough about how RPGMaker's wired to say it's a coding issue with absolute certainty, but it does look like one, looking from the outside. Something like mouse position scaling wrong with DPI, or just simply hover events not being hooked up properly, idk.

Wanted to throw an example video on youtube, but then I realized that I don't have a spare phone number to use for an alt account, so here's a Vimeo link of me just hovering over cards in the selection menu (You can also see card tooltips being cut off as a bonus issue :D ):
https://vimeo.com/manage/videos/889192645
The exact same thing happens when playing as well, cards, or even the end turn button is hard to click on.

Ah! Essentially it’s because the touch control with the mouse suck complete ass on MZ. 

I would honestly advise using the keyboard when you want to build decks, the editor from there becomes much less clunky….

It’s an issue the card dev plugin owners do know about, but just a slightly complex one to fix currently. For now use the keyboard to make things easier for you (whenever they manage to fix the problem, I’ll be updating both the demo and paid versions with relevant fixes!)

Ah, damn, RPGMaker strikes yet again with its jank.
You have my condolences for being bold enough to try to use it for a card game, and not use like... any other engine :D

The issue isn't just with the deck builder, but is present in combat as well, even if not AS bad. Can't say I'm a fan of playing a card game with keyboard, but I guess it's better than nothing, yea, thanks. I didn't realize that was even possible. I guess that makes sense in hindsight.

Technical jank aside, I really like the idea of this game, and I hope for the best. So good luck!

yeah, like with anything if you try really warp an engine, stuff tends to behave oddly. 

Generally, keyboard for building a deck, mouse for everything is what I’ve found to be the best way forward. 

Eventually they’ll get fixed and patched by the plugin dev, but I’ve looked into myself and it’ll be time consuming given the spaghetti code state that the rog maker core scripts are…

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so, it’s novel ai mostly, mixed with some stable diffusion, mixed with mystic weaver and then a ton of hand drawing…. 

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yeah, so you need to use the scribble tool and "Draw" the bigger sizes yourself. 

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A suggestion I have, although no idea how difficult it is to implement, is to have a navigation button on the "Contestants" screen so that we can travel to where that particular contestant is directly. Given the number of locations, it gets a little tedious as people begin dropping out to find someone and it's a lot of useless clicks around the world.


Otherwise a fantastic demo and really like where it's going.

that can be tricky. Since most of them move around each time block. 

But, I’ll be releasing a compendium type guide which will list their locations in each time block so it makes it easier to find certain characters. (Will be doing it soon hopefully!) 

I guess that's what I meant. Being able to have your home as a central navigation point and then seeing a list of locations with the names of each person at the location during that time of day would be easier than bouncing around all the locations. Still I imagine that's super difficult to program into RPGM.

yeah, it’s definitely doable. But for now, I’ll just post a spreadsheet that contains that data until I can find an elegant way of doing it. 

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Great game, the card system is fun and the Growth is cool as always. It would be nice to add SFX for the attacks and growing phases.

Also if you need help to build the game I have some free time and exp with RPG Maker MZ. '3'

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sound effects on the agenda! Just low priority currently :p

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There are card descriptions that do not fit in the display window, so I can't tell what they say. It would also be nice if there were descriptions of each pack set in the shop before you buy them...

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Ah. That’s something I did forget!

I’ll release a card compendium for the demo version which contains all the card in an excel doc so you can check the cards. 

Will there ever be a full free version?

at this stage no. One day maybe. As time progresses I will make changes to the demo though. 

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sadly you can somehow softlock yourself, dont exactly how but 0 Cards in Deck / "Trading Post" in Hand / 18 Cards on Discard. (Maybe because i removed the last 2 Cards in my Deck with Overdrive)

When i try playing "Trading Post" i just get "Trading Post" back and lose 2 mana. Next round i dont draw a new card and can only loop my "Trading Post" or End Turn until i lose.

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Yes, I've had same problem with Overdrive card, so I thing it is just unexpected situation for code

I hope dude will fix that, but from other Side it is not so big problem, cous we alredy know about this

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hmm, yeah, I may put a conditional on Overdrive so it cannot be used if your deck doesn’t have above a certain number of cards. Thanks for bringing it up! 

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Ooh, cards? That sounds better than typical RPG maker combat (or at least different, which is all I really need honestly). I like rpg combat as much as the next guy - or maybe MORE than the next guy - but man do I get tired after the 100th rpg maker game...

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