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The full version is out!!
You can buy the Windows and Mac versions from either itch.io, Gamejolt or Steam.


Here is a discord link to anyone interested: https://discord.gg/bJES7Sp
Thanks to Vague/iopiop123 for getting it started!




What is Fear & Hunger

Fear & Hunger is a horror dungeon crawler set in the dark and hopeless dungeons of fear and hunger. Four misfortuned adventurers dwell deeper and deeper to the darkness and uncover the secrets this ancient fortress holds inside. The fortress works as an ancient nexus for different planes of existence. The depths are in an eternal turmoil as both old and new gods struggle for power, it’s up to the players to choose their position and stance in all of this.

The game is a hybrid of survival horror and dungeon crawler genres with its influences ranging from Silent Hill to Nethack. There are roguelike elements to the game as well as a heavy foundation of a j-RPG. Fear & Hunger is heavy on atmosphere and ruthless in its difficulty.


Features:

  • Oppressive and relentless atmosphere

  • 4 different character classes and many additional characters to recruit

  • 9 different endings

  • Different game modes, including a super secret one unlocked upon beating the game

  • Unforgiving and unique gameplay

  • Randomized elements to keep the game fresh with subsequent playthroughs

  • Turn-based Strategic Dismember Combat System

  • Numerous unique gameplay systems

  • Graphical art style mixing pixel art with digital painting

  • Original ambient soundtrack creating the dreary mood


The world of Fear & Hunger is VERY dark. THE GAME IS MEANT ONLY FOR MATURE AUDIENCES! Extreme violence and gore are everyday sights in the dungeons and death is one of the easier ways to go in the game. The game has drug and substance abuse, heavy themes ranging from self-mutilation to sexual violence. None of the themes are taken lightly however. They are all part of the world building and there to create the unique atmosphere where the game measures just how far the player is willing to go in order to survive.

Parts of the dungeon layout, events, loot and enemy placements are randomized with few different variations to keep things fresh with subsequent playthroughs. The game is designed with the classic trial and error formula, so you can expect to start the game over and over again. But as long as you learn from your mistakes, you can quickly find yourself at the deeper levels of the dungeon.

The combat in Fear & Hunger is turn-based akin to classic role-playing games, but with a twist of its own. You can target individual limbs of your enemies to dismember them strategically and thus maximize your chances for survival. However, just the same, enemies can also cut off the arms and the legs of your playable characters if you are not careful. You need to prepare well for every encounter if you wish to stay alive. But don’t forget that running away from threats is often the best solution as well. There are many ways for survival in Fear & Hunger - You can find better equipment, learn different blood and love magic, fuse characters into each other, pray different gods, talk your way out of battles, meet new party members, snipe enemies from distance, use traps to disable them… and so on. The Idea is to use what you got at your disposal and be creative with it.

Latest Blog

Featured Game Give Away!

Oh wow! Fear & Hunger got on the front-page? Wasn't expecting this.

RMN, you have my deepest gratitude! RPG Maker community has a dear place in my heart, despite not being that active member around these parts of internet. I actually started my game making on Don Miguel's forums ages ago and it had a very big impact in me eventually returning to this stuff. And that's also the reason I've stuck with RPG Maker, despite what 99% of internet tells me. So getting featured here really means a lot to me.

To celebrate the front-page spot, here are few free Steam keys for the game. First ones to get them, gets them, sorry :/ Please don't hog more than one!

WBZEF-TA3MW-LA7BY
8J89Y-EW0HJ-YYW40
JC3HQ-E97VA-HR0LN
GWNFX-DZNKR-EC2T4
H96Y6-9KEC2-2HIZ2
IQNYW-8I29F-38XFN
K0YMR-KE9VE-2Z3HZ
YHTRH-PM6IC-6GIJD

Would love to hear what everyone thinks of the game. It's a bit divisive and I don't mind even heavier criticism.
  • Completed
  • Commercial
  • orange-
  • iopiop123
    kumada
  • RPG Maker MV
  • Adventure RPG
  • 01/13/2017 11:40 PM
  • 05/30/2023 01:45 PM
  • 12/11/2018
  • 400767
  • 107
  • 3806

Posts

oh my what a cruel world D: there is always one definite key around in the same exact place on every run btw ;)
Really Cool Game I Like It A Lot. Looking Forward To Seeing It Complete
I just played the demo searching for the content, what changes some of my choices make to the game and all that, well i will list here what draw most of my attention:
-It's really insteresting that some itens change when you begin a new game, but i think that some books could only come one time in a run, like the teachings of the Gods, it's really useless to have two of Vol.1 i think
-The monsters could only spaw in predetermined places i often was surprised with the sudden appearence of a monster, specially the "guards", and would end killed by it because i could not run from it
-I think it's a little unfair to have the coin trow to decide if i take or not some of the books, specially the alquimist one, it's really important so it should be a lot easier to pick
-I kind of do not know how much content the demo has, what kind of actions could not be done, but for what i saw, it was really good and well made! Kind of test your own limits of what to do in order to survive, there was some bugs thought: like sometimes i could just flee the fight that my enemy will appear dead in front of me and i did not attack them, mostly happened with the dark priests and the human hydra, but sometimes the guards and even that cavern mother (the big flying thing that i forgot the name, but i thing it's cavern mother, whatever) would end defeated that way, other bug is that the girl would simple desappear when i cross a door, it's rare cases, but happened three times or so and the last one is that some itens effect did not worked, like the cloth piece did not stop my bleeding or the ale did not recover my sanity.
-I think i could be good to carry a torch with you for sanity maintenance, use a torch like a weapon, i really hate the fact that it's super hard recover sanity, mostly because i rarely found the alcoholic itens
Well that's what i found important to remark, good job with the game, it's coming out really nice!!!
Dragnfly
Beta testers!? No, this game needs a goddamn exorcist!
1786
I was talking with a friend about search systems and we came up with these points.
-If we know something is there, we generally don't stop looking until we find it. I couldn't find my bank card the other day and I tore my apartment apart until I finally found it in the fridge for some reason.
-If we don't know something is there but it's a place that could have something (like a box, barrel or bookshelf) we tend to look thoroughly. But we don't stop looking because we don't find something, we stop looking because we don't find anything interesting.
-We also often stop searching due to time or frustration. Basically, whatever we're looking for isn't worth the time to look for it.

So maybe something from that can help with how to solve the coin toss search for random items issue. I thought about timed button presses for searching, or having searching make noise that could attract trouble if you search for too long. But I haven't put much thought into the best way to use either system.
@Kodek, The teachings of gods (or Ancient book I pressume?) is a reoccuring item because you can learn different spells from it each time. I might make more bookshelves and chests with important items, so you can actually get some advantages in the dungeon, but most likely I'll still keep them randomized. There are going to be merchants of sorts, similar to the cat person in the demo, so maybe you can get some specific valuables from them?

You've found interesting bugs. I didn't realize that running away from enemies causes this many bugs. I definitely need to check those out! The sanity or more precisely the fear & hunger system is going to be upgraded, it wasn't functioning well in the demo - so you can expect change in it for sure! Thank you for all the feedback kodek! I'm glad the overall experience was still positive with all the frustrations :)

@Dragnfly
, Interesting insights.. I'm probably going to change the loot and searching a bit, because there are going to be more items in general and more valuable items. I realize it can get tedious just searching through everything, so I might specify the loot to certain objects. Like Barrel might just hold food for example. This way you don't need to go through all the barrels, unless you need food items especially. Maybe some level specific items too because so many seem to expect finding certain items in certain levels. It's at least a motivation to search like you said.

I like the idea of searching attracting trouble. In the original pen n paper version of this game, often unlucky search could lead into trouble or misfortune. I'm still going to keep the randomized factor there, because I feel like it can create some cool moments in different playthroughs. I will however manipulate the system more, so some items will have better chances in certain situations.
Guys, I love this game to pieces so far, and I rarely ever say things like that, I'm a very critical person, but this stuff is exactly my type. The atmosphere is amazing and I'm loving it to bits ♥ Played it so often yet, man, good luck and I'm totally looking forward to seeing the full fleshed out product!

By the way;
Found some transparency issue here!


Ahhh good luck with this guys ♥ I can totally see all the love that went and still is going into this project and man, keep us up to date owo
author=Cunechan
Guys, I love this game to pieces so far, and I rarely ever say things like that, I'm a very critical person, but this stuff is exactly my type. The atmosphere is amazing and I'm loving it to bits ♥ Played it so often yet, man, good luck and I'm totally looking forward to seeing the full fleshed out product!

By the way;
Found some transparency issue here!


Ahhh good luck with this guys ♥ I can totally see all the love that went and still is going into this project and man, keep us up to date owo


Thanks a lot! Great to hear you like it even if its game design is a bit unorthodox.

Thanks for pointing out the clipping issue!
Okay, Version 4 playtesting feedback incoming.

-"Happy Pain -tings" logo and name are great

-Intro screen and atmospheric music are totally dope

-Holy hell. Class select. I am so amped for this.

-"having been trained for combat since a child, knight excels" not sure if it's a space issue, but this should probably be "having been trained for combat since he was a child, the knight excels"

-"Bearing no burden on such this as morality and ethics, gives dark priest an edge in blood magic." Should be "Unburdened by things such as morality and ethics, the dark priest has an edge in blood magic"

-"outlander is an epitome of survival" probably should be 'the epitome'

-Slooooow intro title credit is gone! Hooray! I still think it's a neat add, but I am so glad the getting into the game process is streamlined.

-Playing the Knight for my first outing. All that equipment feels very welcome after the old Mercenary's barebones start.

-Game still treats button inputs from the confirm key (in my case 'Z') as being a letter in the player's name, so just hitting confirm on the name Knight resulted in me being called Knightz.

-Melting locks with Red Vials is great. I really, really like multiple approaches to common challenges in roguelikes.

-Search spots on stacks of crates are a little wonky. They seem to only appear on one tile of the stack but not the others.

-Cluster of three crates to the right of starting area has an invisible fourth crate that can't be walked through. Also for some reason these crates can only be searched by examining them from specific directions.

-First battle with a guard: cut off cleaver arm, cut off stinger, guard's other arm triggers, I lose the coin flip, instadeath. So this is still a thing. But I get to reawaken as a torso in a fleshpit, which is a definite improvement.

-"You find yourself in the rotten embrace of flesh. Everything is cold, wet and stinks repulsive." Should be "cold, wet, and stinks repulsively."

-Heeeey. Speed-crawl. That's way better.

-Hunger meter still doesn't show up until you eat, which feels weird. It really should be in an accessible menu somewhere.

-Fear meter, meanwhile, is called "Mind" on the menu, which is a bit confusing.

-In battle , my legless knight is shown having both his legs.

-It is still profoundly unclear how to get the crazed prisoner to surrender. Talking and choosing 'there's no need for killing' results in him lowering his arms, and he doesn't attack in any case, but I have no options beyond that. Running away doesn't de-agro his sprite, and so ultimately the only option is killing him.

-Pinecone has easily my favorite item description in the game. Does it do anything? Probably not.

-Explosive vials and bear traps are a huge force equalizer. I really like the idea that you are not the monsters' equal in combat, and so winning is about effective item hoarding and rigging the odds in your favor. That is *exactly* the right balance between desperate and grim determination.

-Still loving the ambient soundtrack. Super unsettling and ominous, even on loop. It also doesn't feel repetitive, which is great.

-Cave gnomes are a satisfying fight, and their bleed gimmick is great.

-Cave gnomes don't leave corpses, which makes looting them impossible. Bug or intentional?

-Accuracy (at least for the knight) also feels a million times better than in the first demo. It feels like all attacks are guaranteed hits, which is perfectly tone-appropriate for this game.

-In the middle cell on the upper side of the prison, there are passability errors on the bottom left and bottom right tiles that allow you to crawl one tile into the blackness on either side.

-Walk left and walk right sprites both totally normal for the legless knight. Legless knight walk up sprite involves him tromping merrily along on invisible feet. Legless knight walk down sprite is a crawl but he still has both legs, which vanish the moment he turns left or right.

-Passability error in leftmost upper cell in prisons. Four spots from the left, you can walk one tile up and into the wall.

-Pulling the lever in the prisons should probably come with a prompt that you hear the clanking noise on another floor, since riding down in the elevator is required for progression and it's not immediately apparent that the clanking noise means something happened outside of the prison. (I spent 15 minutes crawling around trying to figure out what had opened up, and I've played this game before.)

-More invisible impassible boxes in the prisons. Uppermost corridor, along the lower set of tiles.

-Mind drops low enough, suicide is gained as a skill. This is actually pretty neat.

-Lizardman pulled off my skin and took me to his skin cave, which was wonderfully creepy. Although the crawl to an inevitable death runs a little long. Adding suicide to the skill list during the event and then letting the player access their menu so they can suicide might be worthwhile.

-Heeey. Title card when you die. That's pretty much perfect for the game's tone.

-Title card is skippable thank god.

-Knight run finished. I'm really liking all these changes and additions so far.
Okay, Mercenary run.

-Mercenary starts with limited equipment but a skinning knife. Nice. Stats are also way lower than the knight's.

-Mercenary's map is exactly like the one from the first demo, whereas the knight's first floor layout was different. Weird. Intentional?

-Sometimes items don't respond to being searched the first time, but if I step away, step back, and search again they give me their search text.

-Lockpicking is the best skill.

-When a combat starts, I can't select any body parts other than the torso with my keyboard until I've moved the mouse around the enemy's sprite.

-Approaching the girl's cage with lockpicking pre-empts the normal dialog about the cage. Instead of letting you talk to the girl and reinforcing the sense of distrust in what she might be, it's just 'open it y/n?'

-Not sure how to save the game, but there is allegedly a continue option so it should be possible?

-Fear and hunger continue to drain while reading books. This feels appropriate, but not sure if it was an intentional design decision or not.

-Second level of the dungeons, I'm getting some weird framedrops when the chanting track ends and begins its loop again.

-Nitroglycerin powder "when mixed with right elements, you can get something our of this" should be 'out'

-I totally like all the new books.

-Topmost sprite in the bunny orgy is the weirdest thing. Until you interact with it, it's two ladies, but it becomes two guys while you're talking to it. Not sure if bug?

-Walking around in soothing areas (candlelight, the courtyard) soothes the mind, whereas the opposite is also true. This is cool, and a good way to slowly trade food for sanity if you're willing to spend long enough wandering. Maybe a 'rest' skill where you straight-up burn hunger for sanity would be nice? Otherwise, the RNG's decision of whether or not to give you whiskey plays a huge role in the success of your runs.

-Talking to the destroyed human hydra results in a weird glitch where the front of it momentarily becomes floor tiles.

-The ability to use the talk skill on party members is really great.

-Trofur's body teleports out into the hallway if you leave the floor and then come back.

-Bunny orgy does not heal bleeding. It feels like it probably should, being a supernatural ritual and all.

-Elevator passability is weird. You can step into it, and then walk down and be both in and out of the elevator.

-Girl is unaffected by bleed while walking around.

-So the knight can find the strange doll in the prisons, but the mercenary cannot. Is this intentional? Do different classes experience different paths through the game?

-Game: "There's something shining underwater. Reach for it?"
Me: "Yeah, that sounds like a--GODDAMNIT AXOLOTL INSTADEATH?! Oh...wait, no. Just a boss battle. Thank god."

-Bodyparts on the Salmonsnake are only selectable by mouse.

-Got murdered by the Salmonsnake's head after killing both arms. Its arms feel like they have a bit too much hp. I was using the cleaver, and it took three hits apiece. Also, is the optimal strategy here killing one arm and then alternative strikes on the other arm with strikes on the tongue and the head?
Alright. Outlander run.

-Being able to tear certain kinds of armor (i.e. loincloth, cloth hood) into scraps to cope with bleed would be nice. Maybe even worth a skill.

-Oh, holy crap. The bow completely changes gameplay. I feel like the outlander instead of the mercenary should start with the skinning knife though, given how important being briefly undetected is to engaging on favorable terms with the bow.

-Outlander also doesn't start with skinsuit crafting recipe, which feels a little odd.

-Shot a guard with all five arrows. He appeared totally uninjured. Went into combat and he was only missing his arms. Since looting happens after combat, I think it'd probably be fair to let the player arrow things to death outside of combat. Or at least remove one limb per arrow fired or something.

-Insta'd by a guard after missing its head twice. Did not wake up in a flesh tunnel. Given how often this is likely to happen to players, maybe they should just always wake up in the flesh tunnel after being hit by the guard's grab and crush? That would prolong runs a bit at least, and give the player a little more hope.
Dark Priest playthrough.

-So, the Outlander's map and the Mercenary's map are the same, but the Dark Priest's is totally different. Not sure what's going on here. Does a random version of the dungeon get loaded up each playthrough?

-Necromancy is the best skill.

-Ghouls can't equip regular weapons?

-When you use show love on a ghoul, are the results varied? I got a marriage of the flesh, but a text I read as a knight suggested that 'sprinkling your seed in a corpse' could also generate some kind of eldritch murderbaby.

-"Between all of the romance and betrayal you find recipes of Anders' vegetable pie and meat pie" This is fantastic lore writing.

-Oh my god. Creating a save file is based off of a rare item? This is...strangely perfect, *if* you can reload from that save multiple times. If reloading erases the save, then saving should just be an anytime thing.

-Met the Outlander in the courtyard. This is awesome. I hope there are path-crosses for the other classes too.

-Using red vials on locks does not give you back an empty vial. Intentional?

-Playing as dark priest, buckman's conversation triggers, but with no sprite. He's totally invisible, and he doesn't move into the little side-room either.

-Trofur also does not trigger.

-Aaaaand the bunny orgy is glitched. My sprites appear and disappear, "you lose track of time but are able to snap out of it", "you feel rejuvenated", my sprites appear and disappear, and the whole thing loops.

-Okay, you can reload saves endlessly. This is good.

-Overall, this game feels way, waaaaaay better than its first iteration demo. The instadeaths are toned way down, which makes for a longer, more immersive gameplay experience. Runs still feel pretty random, but that adds to the game more than it detracts through the occasional cruise-missile hostile RNG run. Skill now factors a lot into gameplay, as does proper planning and caution, but those are moderated by the need to take risks to learn more about the game world and dungeon. This is really very good in its current form. I'll try to play a little bit deeper in when I have the chance.
Oh wow kumada! Thanks a lot for the feedback! This was a great read. Really useful for me, and it's great to see how many of the features translate to players. I'm especially happy with the way you feel about the save system :D The idea is pretty absurd, I know, but I feel like it fits the game in some twisted way.

There's so much info here that it's hard to address it all, but I'm taking everything into account for sure. You got tons of good ideas here.

- The dungeon layout is somewhat randomized on every run. There are few different variations for most of the maps.

- The outlander originally had the skinning knife and skinning techniques, but Mercenary felt a little bit under-powered, so I gave him means to disguise himself. But you are right. Those skills feel more at home with Outlander and lockpicking proves out to be really useful, so no worries there.

- You ideas with gunning down an enemy with arrows is a good one.

- The whole fear and hunger systems will be reworked from scratch I think. I haven't been happy with them at any point, so might as well.

I'm glad with how your overall feels are for the game. Really great to hear! The game is now pretty much at the point I originally visioned it. But I never realized how much work it would actually take to get here. The next update will come out a lot sooner as I mostly intend to refine the systems and fix some problems. Maybe add few little things before moving on to new areas.
Glad to hear it's good feedback.

A few more thoughts.

-Bear trap is bugged. If you try to use it during a chase and you're not already holding the opposite direction, you get dumped out of the inventory menu into immediate contact with the enemy.

-Necromancy can only be attempted once per non-monster corpse. Since the spell already has a fear cost, should it be attemptible multiple times?

-Using book of forgotten memories, I've gotten 'advanced blood sacrifice' before 'blood sacrifice'. Should this be able to happen?

-Holy crap. The Passages of Mahabre is the best thing.

-Guard ran over a trap-switch on the floor, it did nothing. Maybe have it fire an arrow it him?

-Outlander did not show up this time in the courtyard. Is it a totally random event?

-Blueberry pie recipe seems to require a blueberry pie.

-In the variant of floor 2 with three dark priests, killing the one to the west of the statue results in its dead sprite continuing to stand up. Leaving the map and returning results in him lying down.

-Does blood sacrifice drop your maximum HP?!

-Used necromancy on dead prisoner after killing him in the prisons. It failed, and there was no sanity cost. Is there only a sanity cost on a success, or was this encounter bugged?

-It is very unclear which tiles the stationary crossbow occupies. Tried to turn to face it to examine it, stepped in front and got shot instead.

-Got killed by a stinger thrust from a guard whose head I'd just chopped off. Woke up in a flesh pit with my legs ripped off. What, did my teammates do this to me?
Also, is there a benefit to character fusion?

It seems like it just ruins a ghoul and makes my armor unwearable.
InfectionFiles
the world ends in whatever my makerscore currently is
4622
kumada is the best! :D

Sadly my current computer doesn't play MV :(
InfectionFiles, ah damn that's too bad. But I recommend RPG Maker MV as the engine for game development otherwise too, so hopefully you'll get to try it out eventually. ^^

kumada,
- Necromancy is one thing I'd like to work on a lot more. It's still in it's earlier builds.

- I'm guessing you learned 'advanced blood magic' instead of 'blood sacrifice'. They're different things. 'Advanced blood magic' gives you more efficient versions of certain magics.

- Character interactions are randomized somewhat. Usually you run at least to one of the main cast in the dungeons.

- The passages of Mahabre is something I plan to greatly expand on. ;D

- Yup blood sacrifice uses max hp

- The benefit of fusion is getting your limbs back. It's not always worth it, but say you already lost 2 arms, that's when it starts to matter. Of course like with everything, you need to calculate the losses and benefits. You can fuse with all adult characters in the game so far.
Yess, I've been looking forward to the next update ^^
So there's a few things I noticed and my general thoughts, thank you so much for the update hhh.

-Sometimes when you get defeated and wake up in that corpse pile and crawl out the sprite is invisible? and I can walk around, but yeah, as invisible.

-sometimes I can only attack certain body parts of enemies. Is this intentional? Really bad when I encounter a prison guard and can't pull off the strategy and, well, mostly die in the end haha.

-The mauler is fantastic, jfc ♥ Gives one that silent hillish feeling. I got the message that a horrible presence entered the dungeons and I was like "hell yes, let's see 8D" and literally ran to the entrance of the dungeons, couldn't find anything and went outside again, wanted to open the door and boom! great music and amazing crowman there to peck my head off 8D

-When bleeding the girl doesn't seem to lose hp?

-The place with the bunny masks aren't on direction fix, when talking to most of them they change their sprites.

-I love how there's so many possibilities for almost everything; red vial, lockpicking or just a small key. Having explosives and choosing some collapsed path to either get loot or find some human meat tree (which I yet have to discover thoroughly since I wasn't well equipped, bleeding and couldn't stop it lol) ; I haven't seen much yet although I've been playing this game for hours the last weeks.

-Has anyone said they really appreciate the sound effects used? MAN I love them, okay, they're really great, from the menu to the SE when skinning some poor guy.

-Save points. And I was wondering what the book does before the update haha. I love it. So far had one run where i got my limbs cut off and was like yeah idc then explore something else before dying and then suddenly getting that item and just orz.

-Meeting the other characters? I've met all of them yet but Mercenary (mainly because I usually go with him or Dark Priest), I like them, and they make me hungry for more interaction and special events with them in the future. It's just very cool to actually meet them and eventually talk to them.

-Sometimes Trofur triggers, sometimes he doesn't. I figured talking to the locked door triggers him or walking on a certain square in the middle of the room? Also I liked how in the previous version he rather made us face our backs to the wall before he attacks us when denying his offer. Also sometimes he gets teleported in the hallway, which has already been mentioned though.

-Lizardmans stuff is ♥ I wonder what it takes to cut lizardmans skin. Everytime he skins me I long to see more of that place he dragged me to, I hope it's somewhere in the dungeon (it most likely is, and eventually even passable but I like die usually before even using the elevator lol)

-I love those short poems, with the weird cat masked guy, the mauler and that moonless. Yes, and the drawings are beautiful.

-It's a little odd how the cavegnomes can fly through the ceiling (since it's a cave and there's not really any space to fly over the cell and attack me in there) and how they have a shadow below them, when flying across the abyss and still having shadows. Maybe you can solve this with regions and parallel process, variables, storing where they are and switch things like graphics or pass ability for them? I'm not sure how to solve it either, it's pretty complicated. Also the battle with cavegnomes doesn't trigger when they're flying above me, unless I'm walking in any direction towards them

Like the green things is all wall, like the cavegnome is basically flying through the wall, I know it's very hard to fix, but if there's any way to fix it I'll let you know if it's interested ^^


-Really REALLY appreciate there's less instadeath and more...the things that are said to be worse than death, but still better for the player xD

-The roundish walls are still passable. There's quite a few confusing passabilities for example with the loot boxes, which is understandable, considering you shall also walk behind it and you have huge sprites. And sometimes it's confusing how many times and what you can interact with in terms of loot. There's three lootboxes ontop of each other taking up two squares in mv, there you can interact with two events eventually giving you stuff. With one single lootbox that takes up two tiles as well (for the sake of it's perspective, different perspectives and poses ftw! really appreciate that as well >w<) can of course only be interacted with once. Bookshelves can only be interacted with once I think? Must have been a pain to event, but kind of makes sense as well. It gets rather confusing when going into a small room where's a lot of stuff (the ones you usually need keys for).

-when walking somewhere and there's the floor cracking, the character doesn't jump back when being lucky anymore like in the previous version but just... stays on the hole, which looks funny and a little misleading considering that when you actually step on it, you fall down

Apart from that I'm trying to find my way to mahabre and to actually get to explore the caves, somehow survive till that point lol, and try everything possible (curse you, yellow wizard!). There's so much to discover and it's very entertaining, it's sad how those types of games lack a lot (content and topic wise) since it's absolutely my jam, man. Most things have already been said by other people. And there's so much art? So much effort, love and details and an actually serious approach of things that should be treated seriously. I love it. Seriously this is like definitely my favorite for 2017. There's quite still a lot of bugs I can't really think of at the moment, but I don't mind it much? All I see is the ambition, the love that went into the game and time and patience, all the potential and yesss a roguelike. Bro, you're doing a great job, thanks so much. I'd really like to help even if it's just another text wall on your projects page haha, Sorry for that haha. Keep up the great work man. It's all very inspiring and motivating.
@Cunechan, if you get in a battle and can only target one part, move your mouse around the enemy sprite. Not sure why, but this unsticks it.

More feedback:

-Sometimes guards path around your other party members to try and get to you, sometimes they just tough your other party members and combat begins. Not sure what's going on here.

-So, the fetus is a usable item, but using it doesn't seem to do anything. Bug?

-Also, crafting a fetus does not refund the glass vials used to contain the black liquid and blood. This is probably for the best, for balance reasons, to prevent people from creating infinite fetuses.

-Not sure what the use for the fetus is. I'd initially figured that you could use it for a sacrifice instead of a party member, but that doesn't seem to be doable.

-Drinking from a Blue Vial does not return a Glass Vial.

-Guard in the prison office did not drop prison keys on death, making it impossible to get the strange doll. Bug?

-Pocketcat will not trade for fetuses. This seems a bit odd, as trading things for children is basically its deal.

-The encounter with the Mercenary in the caves is super cool.

-Killed Cave Mother, was able to search two of her sprite squares for eggs. Bug?

-Does 'show love' always result in a marriage of the flesh? Some of the texts hint at other results.

-Turning into a marriage and then equipping the priest's robe turns you into an enemy priest sprite. Is this intentional? Can you get dialog options with the other priests this way?!

-Can you get a marriage of the flesh while already a marriage of the flesh?

-Can't feed the fetus to the human hydra, either. What is this thing for? I also can't use it in combat.

-Can't feed the gnome eggs from the yellow mucus oozing from the chained cavemother. Do you have to bottle it first?

-Cave Wolf is called Cave Wolf when combat starts, but its sprite is called Moonless.

-Soooo....Yellow Mage can just stunlock you forever? Turn one, locus swarm, stun, turn two, locust swarm, stun, turn three locust swarm, stun, hurting, dead. This seems a little harsh.
Even more feedback:

-Correction: *sometimes* Blue Vial does not create a Glass Vial when used. Both of my uses were out of combat, and only one resulted in a Glass Vial.

-Drinking from a Water Vial did not return a Glass Vial. I *think* both times I failed to get a Glass Vial, I had one Glass Vial in my inventory already. Could this be related?

-CONFIRMED: having a Glass Vial already in your inventory causes using things that come in vials to no longer give you a Glass Vial.

-When descending, elevator only lets you activate it when you have your caterpillar entirely inside of it, which means with a 3+ person party you have to step inside, then walk down and up a few times before you can look to your left and trigger it. I feel like some players are going to think it's broken when this happens.

-Using Book of Mahavre before you've fully searched a floor seems to depopulate some items from that floor when you come back. Bug?

-"Crow, crow, pleasure - oh and wow" feels really narmy as a line. The little rhyme is is otherwise pretty solid and eerie.

-Your shield remains equipped/equippable when you lose your off-hand.

-Night Lurches do not leave corpses. Bug?
Aah thanks a lot @kumada! ♥ Worked perfectly. Rarely ever play mv games and forget mouse support exists xD

Found a few things as well again ^^




This one was really frustrating and I was screaming Noooo internally xD It's when you fall down the cracking floor and use the explosive. Chest why u stuck in the ceiling *angry lenny face*




This one was when going down the cave with the elevator, going to the mines but going left using an explosive, there was a guard shooting a fire at me, after killing the mauler and having to heal I went back, upwards and noticed when reentering the map several times that the arrow that hit me when i first entered was still there x3

Hurting is a great skill, I also love the pipe and that fest with the wolf people is just savage! I love it. Kind of hoped the Mauler would drop something interesting (or maybe I just didn't get anything), or like cutting off it's arm and using it as giant weapon.

Despite that, when learning steal the "character xyz has nothing of value" somehow appears every round even if I don't even use the skill?

Also, more like a question, but what's the consequences of having broken bones? I noticed lower MAX HP but this could've had any other reason as well.

I hope it's recognizable where those things occurred and what happened there,
luckily the passability issues should prove to be an easy fix in the tileset settings ^^ or when it doesn't work at all, just place an empty event there and put it on same as player. With the chest I assume it just wasn't teleported to the correct coordinates? Stuff happens lol, keep up the great work, it's so much fun to play! ♥