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Announcement

Misaos woah

Hey!

Somehow, Huntress won "Best Antagonist", "Best Finale", and.... "Trippiest Game" Misaos?!

That's awesome! I don't get it at all, especially the trippiest one, but man, thank you everyone! You all are very sweet and I'm so very glad my game spoke to you all in such a way. I can't wait to make more games for you all. <3

Announcement

Opened a Patreon!

Hello everyone! Thank you for checking this out and sorry if you may perhaps get some double-notifications.

I've opened a Patreon for anyone wishing to support my work in that manner. I'm offering some pretty snazzy rewards that I hope to improve even more, so please check it out!

One thing that's for certain though is that Huntress and all of my other games will always be free, so please don't fret about that. c:

Announcement

Interview about Huntress!

So my lovely new friend LordBlueRouge on RMN interviewed me about Huntress and the creative process that went into it!

I did a lot of word-vomiting, but it was a fun project for both of us, and we got to exchange a lot of ideas about game dev, art, all sorts of stuff. It was posted back on Halloween (I had no idea!) so this blog post is somewhat late, but please click here to check out the interview!

I feel incredibly humbled that someone was so motivated by my game, and I'm sorry I didn't get to share this sooner! Thank you everyone!

Announcement

Version 1.2 Ready for Download! Plus Bug Report List

Hello everyone! After a lot of bug fixing, I've decided it's time for v1.2! You can download it now! Plus, if you'd prefer not to do a whole new download, Patch 5 for version 1.1 will work just as well. :)

Here is the bug list form for all versions up to now:

If there are any errors to report, please let me know! If it's very urgent, you can contact me on my tumblr blog Ask/Submit. Bugs that will be fixed in the next version will be bolded and italicized. Fixes are underlined.

Reported Bugs So Far VERSION 1:
  • Left the bonus room teleport in the village well. (deleted it)

  • The large wolf outside the cabin doesn't despawn when battled, locking player in a loop since it keeps touching them.(added despawn conditions to both pages in the event)

  • When viewing art in the gallery, the right arrow will light up when pressing left. (changed to correct arrow)

  • The RTP version replaces the custom title screen with a default title screen. (renamed the title screen so it should hopefully prioritize the correct name)

  • In the protagonists house there is a wall that opens the save menu when interacted with. (deleted it)

  • During the tutorial battle you can repeat the scouting command indefinitely and get infinite items from the message it triggers. (added a condition that checks if scout has been used yet and if it has, it will cancel the action)

  • After the village is destroyed it is possible to walk over certain walls, signs and on certain rooftop tiles. (blocked out all mapping errors on the houses)

  • The ‘Behead Wolf’ skill does not work on common enemies, yet still drains PP. (made behead the wolf an instant-kill on minor enemies)

  • During the final fight it is hard to see the damage numbers since they have the same color as the boss in the spot they appear at.(I'm not quite sure how to change the damage numbers without changing all of the text color?)

  • The pink text is a bit hard to read since it has fairly little contrast to its textbox. (hopefully darkened it enough)


Reported Bugs So Far VERSION 1.1:
  • After getting the lumberjack axe and food on the table in the red cabin, a group of wolves might randomly appear in the door (if only the game was meta enough to do that lol) (the wolves are activated by a switch that should only turn on when the player is in the cabin later during a cutscene. ensured that the cabin door to enter the building turns OFF said switch, so it will not interfere with other actions)

  • If player encounters the first three fightable wolves out of order (order is well, side path by tree, and fires at the bottom of the village), the wolves will not despawn and will continue to attack until the correct one is killed. (the wolves relied on a variable that added as the player defeated them; made a win condition switch that turns on their despawn independent of order)

  • Lenora's name may change to "Lilip" during first wolf chase cutscene(changed it)

  • The player may advance in the storyline before killing all the wolves in the village (leftover programming, removed it)

  • Activating Behead The Wolf skill before fighting final boss turns it on permanently, making the player insta-kill all sub-wolves immediately. (turned OFF the behead switch for the skill in each troop page for it)

  • When being chased by the wolves in Buttonbush, the player can run past grandma's house and move on, breaking the game and narrative. (Put in a condition where the teleports to chokeberry thicket won't work while being chased)



Reported Bugs So Far VERSION 1.2:

None yet!


If you've encountered any of the bugs listed above, download and install the most current patch listed on the Downloads page!

Progress Report

Reported Bugs So Far v1.1, Patches, etc

I'm going to move the bug report blog back to the top of the page, so anyone experiencing issues can quickly find the solutions they need. Once the bugs are adequately contained, I'll probably upload a v1.2! Otherwise, please check the list below, and if your game has any of them, I encourage you to download the newest patch! Link to the patch is at the bottom of this post.

If there are any errors to report, please let me know! If it's very urgent, you can contact me on my tumblr blog Ask/Submit. Bugs that will be fixed in the next version will be bolded and italicized. Fixes are underlined.

Reported Bugs So Far VERSION 1:
  • Left the bonus room teleport in the village well. (deleted it)

  • The large wolf outside the cabin doesn't despawn when battled, locking player in a loop since it keeps touching them.(added despawn conditions to both pages in the event)

  • When viewing art in the gallery, the right arrow will light up when pressing left. (changed to correct arrow)

  • The RTP version replaces the custom title screen with a default title screen. (renamed the title screen so it should hopefully prioritize the correct name)

  • In the protagonists house there is a wall that opens the save menu when interacted with. (deleted it)

  • During the tutorial battle you can repeat the scouting command indefinitely and get infinite items from the message it triggers. (added a condition that checks if scout has been used yet and if it has, it will cancel the action)

  • After the village is destroyed it is possible to walk over certain walls, signs and on certain rooftop tiles. (blocked out all mapping errors on the houses)

  • The ‘Behead Wolf’ skill does not work on common enemies, yet still drains PP. (made behead the wolf an instant-kill on minor enemies)

  • During the final fight it is hard to see the damage numbers since they have the same color as the boss in the spot they appear at.(I'm not quite sure how to change the damage numbers without changing all of the text color?)

  • The pink text is a bit hard to read since it has fairly little contrast to its textbox. (hopefully darkened it enough)


Reported Bugs So Far VERSION 1.1:
  • After getting the lumberjack axe and food on the table in the red cabin, a group of wolves might randomly appear in the door (if only the game was meta enough to do that lol) (the wolves are activated by a switch that should only turn on when the player is in the cabin later during a cutscene. ensured that the cabin door to enter the building turns OFF said switch, so it will not interfere with other actions)

  • If player encounters the first three fightable wolves out of order (order is well, side path by tree, and fires at the bottom of the village), the wolves will not despawn and will continue to attack until the correct one is killed. (the wolves relied on a variable that added as the player defeated them; made a win condition switch that turns on their despawn independent of order)

  • Lenora's name may change to "Lilip" during first wolf chase cutscene(changed it)

  • The player may advance in the storyline before killing all the wolves in the village (leftover programming, removed it)

  • Activating Behead The Wolf skill before fighting final boss turns it on permanently, making the player insta-kill all sub-wolves immediately. (turned OFF the behead switch for the skill in each troop page for it)

  • When being chased by the wolves in Buttonbush, the player can run past grandma's house and move on, breaking the game and narrative. (Put in a condition where the teleports to chokeberry thicket won't work while being chased)


If you've encountered any of the bugs listed above, download and install the most current patch listed on the Downloads page!

Announcement

Version 1.1 Ready for Download

So I'm happy to say that aside from the pesky large wolf near the cabin, most of the bugs reported by the game's very prompt player base have not been game-breaking! Which is awesome.

Aside from a few aesthetic things I'm not quite sure how to fix yet, I've updated the download links to version 1.1, which has the bugs listed in this blog entry fixed. Some of the fixes/changes required altering game files and not just map files, so I don't have a patch for this one mostly because I'm lazy.

Progress Report

Reported Bugs So Far v1, v1.1

So as the game has not been beta tested, I'll keep a second blog entry (this one) that will list everything everyone has reported to me.

If there are any errors to report, please let me know! If it's very urgent, you can contact me on my tumblr blog Ask/Submit. Bugs that will be fixed in the next version will be bolded and italicized. Fixes are underlined.

Reported Bugs So Far VERSION 1:
  • Left the bonus room teleport in the village well. (deleted it)

  • The large wolf outside the cabin doesn't despawn when battled, locking player in a loop since it keeps touching them.(added despawn conditions to both pages in the event)

  • When viewing art in the gallery, the right arrow will light up when pressing left. (changed to correct arrow)

  • The RTP version replaces the custom title screen with a default title screen. (renamed the title screen so it should hopefully prioritize the correct name)

  • In the protagonists house there is a wall that opens the save menu when interacted with. (deleted it)

  • During the tutorial battle you can repeat the scouting command indefinitely and get infinite items from the message it triggers. (added a condition that checks if scout has been used yet and if it has, it will cancel the action)

  • After the village is destroyed it is possible to walk over certain walls, signs and on certain rooftop tiles. (blocked out all mapping errors on the houses)

  • The ‘Behead Wolf’ skill does not work on common enemies, yet still drains PP. (made behead the wolf an instant-kill on minor enemies)

  • During the final fight it is hard to see the damage numbers since they have the same color as the boss in the spot they appear at.(I'm not quite sure how to change the damage numbers without changing all of the text color?)

  • The pink text is a bit hard to read since it has fairly little contrast to its textbox. (hopefully darkened it enough)


Reported Bugs So Far VERSION 1.1:
  • After getting the lumberjack axe and food on the table in the red cabin, a group of wolves might randomly appear in the door (if only the game was meta enough to do that lol) (the wolves are activated by a switch that should only turn on when the player is in the cabin later during a cutscene. ensured that the cabin door to enter the building turns OFF said switch, so it will not interfere with other actions)

  • If player encounters the first three fightable wolves out of order (order is well, side path by tree, and fires at the bottom of the village), the wolves will not despawn and will continue to attack until the correct one is killed. (the wolves relied on a variable that added as the player defeated them; made a win condition switch that turns on their despawn independent of order)

  • Lenora's name may change to "Lilip" during first wolf chase cutscene(changed it)

  • The player may advance in the storyline before killing all the wolves in the village (leftover programming, removed it)

  • Activating Behead The Wolf skill before fighting final boss turns it on permanently, making the player insta-kill all sub-wolves immediately. (turned OFF the behead switch for the skill in each troop page for it)

  • When being chased by the wolves in Buttonbush, the player can run past grandma's house and move on, breaking the game and narrative. (Put in a condition where the teleports to chokeberry thicket won't work while being chased)


If you've encountered any of the bugs listed above, download and install the most current patch listed on the Downloads page!

Announcement

Full Game Download Now Available!

Hello everyone!

The Huntress of the Hollow is officially completed and up for download right now! Go check it out!

The game has not been beta tested. If there are any errors to report, please let me know! If it's very urgent, you can contact me on my tumblr blog Ask/Submit.

Reported Bugs So Far:
  • Left the bonus room teleport in the village well. Please don't use it if you don't want to spoil the game for yourself!

  • The large wolf outside the cabin doesn't despawn when battled, locking player in a loop since it keeps touching them.

  • When viewing art in the gallery, the right arrow will light up when pressing left.

Progress Report

Release Coming This Week!!!

Hello!

So, as I'm super impatient, I'll be releasing Huntress within this week, as I have finally finished all of the ending/s art. While beta testing is always a good idea, I don't think I'll need or have the patience for it, so bugs might be apparent in the game's first version. All that's left for me to do is:

  • Implement the ending splash pages

  • Create credits splash pages

  • Clean out the game folder

  • Create a bonus room with character summaries and art collection

  • MAYBE try to fix a minor bug with cutscenes initializing if I can wait just bit longer


I'll edit this list as I get closer to release! Thanks to anyone and everyone for being patient with me!

Progress Report

Removing Release Date lol

Hey so I have a history of never doing well with release dates, and of course this game turned out to be no exception! Heck the only reason I put a release date on it was because I absolutely had to in order to submit a game, but I just recently learned I don't need one!

Production is going at a pretty steady pace, but in return for skimping on release dates I probably should have known I'd never meet, I uploaded a gif of the art process for the cutscenes. I know it's not much, but trust me, all that's really left of the game is finishing said cutscenes, testing how endings play out, throwing in some credits and idk stuff.
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