QUIGON'S PROFILE

I'm Mark, and I'm all about Lynchian-surrealist horror with Lovecraftian eldtritch abominations sprinkled on top, all served with a nice hot dose of build-your-own-follow-the-breadcrumbs-your-way kinda stories. My game might be pretty good, if I ever finish it.

https://soundcloud.com/mark-mckeich

https://www.facebook.com/pages/Ziggy-Productions/135515873284402?ref=hl
The Widower
No more secrets.

Search

Filter

CC's Feedback

author=Clareain_Christopher
Then there's the fact that you could give harder bosses an AOE debuff that makes healing items fairly weak.
Ace is sexy like that~

oooh now that is a nice idea!

I do also have a state that prevents healing too, mind you.

CC's Feedback

author=emmych
I actually liked the stocked inventory! It gave me more space to screw up, you know? And I mean, yes, it was a little weird being able to fully heal my dudes in between turns, but can't you do that in action games anyway?

I say don't limit the inventory, but maybe limit how many you can find/buy: like, shopkeeper A only has 10 tinctures right now, and they have to restock before you can get more from them (after #x fights, after y minutes, etc.).


I'm kinda on the fence between that and using Kread-Ex's actor inventory script. I'm not sure which direction to go.

See, I was intending on Ambrosia being the ONLY healing item (aside from Nostrums), and getting further ahead meant that the 50HP boost was a little pointless when you start getting in the hundreds in terms of HP. I was gonna have some skills that would boost the healing effect of it rather than clog up the inventory with Potion, Hi-Potion, Super Potion, MEGA POTION~

What I was thinking about doing was giving Ambrosia charges, and then finding a way to keep it in your inventory when the charges ran out - and you could only restock it in certain places. That was my initial idea to be honest.

CC's Feedback

Yeah I'm not actually so sure why Impair didn't have an effect on item debuffs, so I'll take a look at that. And items are getting CULLED to the max, but like, at the same time I've had people say 'aaaagghhh why are there no more items I keep dying' - so I'm not sure where to go with that. I'm probably gonna go with some kind of limited inventory system in any case, I'll see.

I actually added a small Q&A in the main game page for people having trouble with the battles, so we'll see if that helps. I'm just kinda at a crossroads because a lot of people who have played it have been totally fine with the difficulty, I'm totally fine with the difficulty - and I don't think it's unfair at any time either.

(also the old LP is hilarious, the new demo is pretty much a new game now)

CC's Feedback

That was awesome, I love watching these~

As for the bugs, the weird everyone disappearing/cutscene not right thing has been fixed in the latest download, unless you had that one then I'm pretty worried. Same with the weird guy's question mark, but I don't recall if I got rid of the suicide bunny >.< shall need to check. Strange that the water's not animated in the forest maps either, 'cause that doesn't happen to me, and there's no reason for them to stop animating - will need to look into it. My friend who played this also got the weird game shutdown thing after trying to kill one of the fauns, but again I can't seem to replicate this, so I'll need to look into it too.

All in all I'm happy you're enjoying it so far and are looking at the battles pretty strategically~

Also I did have a quest log in before I released, but it was in a bit of a mess and I didn't have the time to fix it - but there'll be sidequests aplenty, so it'll be going back in :)

Again, thanks for this! Looking forward to seeing you do the whole thing if you want/when it comes.

CC's Feedback

Niiice, I will watch these pronto!

CC's Feedback

(okay just watched after saying that and now I sound like douche)

This was a really interesting video that helped a lot!

Few things I'd like to comment on -

I think I might go with what you were saying and add an item cap of some kind. The reason I was so generous with them initially was kind of a mixture of uninformed testing, and the difficulty curve. I don't know how you fared with the Infiltrator fight, but I've found a lot of people suddenly enjoyed having so many items to use there. But yeah, definitely something I'll look into.

The overlay glitch is incredibly frustrating and I'm working on fixing it. Rather than fading out the screen, perhaps deleting the overlay briefly would work? I don't know, I'll need to test it out. As for mapping errors, yeah, the Arcontana maps are reeeeally old so I'll need to dig around some PSD files to fix 'em up for future releases. A lot of them were to do with me just not putting things on the grid right, haha.

Hmmm, what else...yeah, will certainly change the animation speed. It's not something I've noticed before but after seeing it played back by someone else I can see how jarring it is.

All in all though, I'm glad you've enjoyed it thus far, and I hope you like the rest of it. Thank you very much for the crit, and I'll be sure to work stuff out on my end.

(oh btw, Riffolk isn't a temporary character - you'll get to control him later on in the game again)

(oh also jesus god I just changed the animation speeds and what a difference)

CC's Feedback

I'll watch this right now and give a detailed reply in a bit.

Please do install the font that's in the game folder, though.

Northhurst Woods Runthrough

author=RitoJS
I think you should reduce the footstep for rabbits.
Anyway, very good mapping. Can't wait for the demo. :)


Yeah that's kinda been an issue, but it doesn't look like you can reduce the volume any in the script. I'm contemplating removing them anyway, don't really know if they add much...

Introduction

author=Rixel96
I thought it was a very interesting opening, my only complaint was when you kept it going into where the player moves around, it took away from the feel it gave as if this were a trailer or even the beginning of a movie. Maybe going from the city burning to another quote or some other words or just something besides fumbling around, it looked like even you didn't know where you were going.
Again though, everything besides that was epic, gives us a taste of the story and how how some of the characters feel about others (Drake in particular) and I think it was a good intro minus the ending there.


Ah, well I just put it up for a little taster of the opening scene and what Arcontana looks like, but I see your point. It wasn't really meant as a trailer of sorts. I'm gonna make a full part one trailer soon though, so I'll take that into consideration :)

@Everyone else - thank you for all the kind words. As far as progress goes, Arcontana is pretty much done now, save for a little balancing to do.

Introduction

author=Sailerius
did you seriously just open your game with a nietzsche quote


Ayep.
Pages: first 12 next last