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Lobster Empire
"Research and develop tools to limit lobster mortality"
I cannot tell if this game is pure tongue-in-cheek or being played completely straight, but I am hooked either way.
I cannot tell if this game is pure tongue-in-cheek or being played completely straight, but I am hooked either way.
Creator Deleted This
Infinite Hotel is a cornucopia of bugs. Some feel deliberate, but without an in-inventory way to warp back to the crystal room, exploring even a little of the hotel means you're not going to get to keep anything you find, because you're going to have to restart your game.
-I've had map exits warp me to unrelated places in the hotel (i.e. a two-tile-wide hallway exit warping me into the middle of a room)
-I've had map exits warp me off the map, into impassible black tile hell.
-I've had parts of the map loop (notably, if you take the left path from the first junction, go up, and then try to go back down, you can't)
Some of this feels very in-universe, as "you'll never find your way back to where you were" is a reasonable danger for the Hotel, but it's not a great experience to find this out after wandering for an hour, warping into impassible black tile hell, and needed to turn the game off.
An item to warp to the crystal room would mitigate these hotel issues, although I suppose it could be a nightmare to code, as areas like the Symphony of Carbon sequence would break the game if they were casually warped out of.
-I've had map exits warp me to unrelated places in the hotel (i.e. a two-tile-wide hallway exit warping me into the middle of a room)
-I've had map exits warp me off the map, into impassible black tile hell.
-I've had parts of the map loop (notably, if you take the left path from the first junction, go up, and then try to go back down, you can't)
Some of this feels very in-universe, as "you'll never find your way back to where you were" is a reasonable danger for the Hotel, but it's not a great experience to find this out after wandering for an hour, warping into impassible black tile hell, and needed to turn the game off.
An item to warp to the crystal room would mitigate these hotel issues, although I suppose it could be a nightmare to code, as areas like the Symphony of Carbon sequence would break the game if they were casually warped out of.
Creator Deleted This
Cool.
-Also, in The Edge, if you try to get there via the eastern rope ladder from the mines above and then try to go back up to the mines via the southern rope ladder, you clip right over the tile that triggers you climbing up. I had to manually examine it to get it to trigger.
-I like that you can clear Devil's Harp by following the left wall rule.
-Military building came in suuuuper glitched. It has an open spot with zero people assigned, but when I select hire it says 'personnel is at its limit.' that is to say, 0 out of 8 is its limit. I can also inexplicably remove personnel from the zero military military, giving me a negative number. These ghosts are not actually added to my tracked town population, but they ARE added to the pool of ghosts I can assign to other things. So now I'm at -14 out of 8 soldiers, and my mines of full of improbable laborers.
-Ghost Town quest step to "get the ghost ship built and see what it's about" does not resolve. I have built the ghost ship and taken it out for a spin, and no change in the quest log.
-Random encounter rate in the ocean is out of control. Also, is everything I can sail to future content?
-Poetry of Bronze XII "For why do they care?" I think this should be "for whom do they care".
-The ghost library reading comprehension puzzle is wonderful.
-Lower right tower in the undead castle is glitched so that to enter it you have to walk through the wall and then walk down into the top of the door.
-I like the contrast between devil harp and angel harp, where angel harp is totally straightforward.
-Is there an other side exit to the maze following the Garden Cabin? I beat the boss in the center, but can't find another way out of it.
-Also, in The Edge, if you try to get there via the eastern rope ladder from the mines above and then try to go back up to the mines via the southern rope ladder, you clip right over the tile that triggers you climbing up. I had to manually examine it to get it to trigger.
-I like that you can clear Devil's Harp by following the left wall rule.
-Military building came in suuuuper glitched. It has an open spot with zero people assigned, but when I select hire it says 'personnel is at its limit.' that is to say, 0 out of 8 is its limit. I can also inexplicably remove personnel from the zero military military, giving me a negative number. These ghosts are not actually added to my tracked town population, but they ARE added to the pool of ghosts I can assign to other things. So now I'm at -14 out of 8 soldiers, and my mines of full of improbable laborers.
-Ghost Town quest step to "get the ghost ship built and see what it's about" does not resolve. I have built the ghost ship and taken it out for a spin, and no change in the quest log.
-Random encounter rate in the ocean is out of control. Also, is everything I can sail to future content?
-Poetry of Bronze XII "For why do they care?" I think this should be "for whom do they care".
-The ghost library reading comprehension puzzle is wonderful.
-Lower right tower in the undead castle is glitched so that to enter it you have to walk through the wall and then walk down into the top of the door.
-I like the contrast between devil harp and angel harp, where angel harp is totally straightforward.
-Is there an other side exit to the maze following the Garden Cabin? I beat the boss in the center, but can't find another way out of it.
Creator Deleted This
Kraken summoner? I've combed the place top to bottom and didn't find anything like that. Is he behind the locked door to the south of the stairs leading in?
I fought an octopus in a summoning circle. I thought that was what this was about.
I also haven't gotten any mission-related dialog while in the water temple. Not sure if there was supposed to be any.
Do I need to do anything to patch my game to get the bug fixes, or does this all happen via the magic of Steam?
Also, I'll edit my posts together going forward.
I fought an octopus in a summoning circle. I thought that was what this was about.
I also haven't gotten any mission-related dialog while in the water temple. Not sure if there was supposed to be any.
Do I need to do anything to patch my game to get the bug fixes, or does this all happen via the magic of Steam?
Also, I'll edit my posts together going forward.
Creator Deleted This
Even more feedback:
-Water Temple quest is bugged. I encountered the octopus in the summoning circle inside the temple while on the previous guard quest, but ran away from it. Then I went and finished the previous quest, turned it in, and was able to immediately turn in the Water Temple quest as well. This gave me the gold reward, but did not actually resolve the quest. It was still in my log. I tried reloading to the point before I turned in the Water Temple quest and then going back and clearing the entire temple. Same deal. The octopus is dead, but the quest doesn't resolve.
-Water Temple quest is bugged. I encountered the octopus in the summoning circle inside the temple while on the previous guard quest, but ran away from it. Then I went and finished the previous quest, turned it in, and was able to immediately turn in the Water Temple quest as well. This gave me the gold reward, but did not actually resolve the quest. It was still in my log. I tried reloading to the point before I turned in the Water Temple quest and then going back and clearing the entire temple. Same deal. The octopus is dead, but the quest doesn't resolve.
Creator Deleted This
More feedback:
-Left Frozen Caves via the stairs up, appeared in the wintry field on the wooden pier to the north, rather than at the entrance to the stairs. Bug?
-Exited the wintry field via the southern staircase, there's a weird impassable tile directly above where you come out into the forest.
-If you clear out Jahan's basement in one go and then talk to him, his dialog for defeating the last room replaces his dialog for defeating the first three monsters. Bug?
-If you try to change police enforcement from Laxed to Strict, it changes to Laxed instead. You have to change it to Normal first, then to Strict. Bug.
-Assigned a Mezra priest after checking all the options, priest says 'Murda'. Bug?
-Canceling out of changing Mining Pace elevates it from Slow to Medium. Bug.
-Dear god this game is massive.
-Left Frozen Caves via the stairs up, appeared in the wintry field on the wooden pier to the north, rather than at the entrance to the stairs. Bug?
-Exited the wintry field via the southern staircase, there's a weird impassable tile directly above where you come out into the forest.
-If you clear out Jahan's basement in one go and then talk to him, his dialog for defeating the last room replaces his dialog for defeating the first three monsters. Bug?
-If you try to change police enforcement from Laxed to Strict, it changes to Laxed instead. You have to change it to Normal first, then to Strict. Bug.
-Assigned a Mezra priest after checking all the options, priest says 'Murda'. Bug?
-Canceling out of changing Mining Pace elevates it from Slow to Medium. Bug.
-Dear god this game is massive.
Creator Deleted This
More feedback:
-Poetry of Bronze III makes zero sense. If we assume that every book is lying about everything, the answer is Roger, Adam, Miguel, Miguel. However, this doesn't work and the hint doesn't say they're all lying. If we assume one book out of each set is right about a given question, we end up with multiple permutations of answers, and it's a pain to math them all out and try them. Short of any other context, no idea how this is supposed to be solved.
-Ghost Town feels great in a Breath of Fire III kind of way. Honestly, the size of the game is a little daunting. It's not strictly a bad thing, but people who want to go 100% completion I feel like will have a bad time. The warp spots help, but knowing where you are in the world and getting to where you need to be can be an exercise in memory. Maybe if you could access unlocked warps via the map, this would be easier?
-Poetry of Bronze III makes zero sense. If we assume that every book is lying about everything, the answer is Roger, Adam, Miguel, Miguel. However, this doesn't work and the hint doesn't say they're all lying. If we assume one book out of each set is right about a given question, we end up with multiple permutations of answers, and it's a pain to math them all out and try them. Short of any other context, no idea how this is supposed to be solved.
-Ghost Town feels great in a Breath of Fire III kind of way. Honestly, the size of the game is a little daunting. It's not strictly a bad thing, but people who want to go 100% completion I feel like will have a bad time. The warp spots help, but knowing where you are in the world and getting to where you need to be can be an exercise in memory. Maybe if you could access unlocked warps via the map, this would be easier?
Creator Deleted This
Alright, more playthrough.
-Okay, so apparently there's tons of elements everywhere in the choose your element grid, but it is really unclear that they're there, since you have to hit up and down to find them. This would really benefit from being done as a menu. That would also allow you to get information without going through a dialog for each element, of which there are apparently tons.
-The dialog is great and remains super snappy. I'm really digging this world. Combat feels super easy, though. Having a full party means I can just saturate the enemy with attacks and end things in two rounds. Exp and gold drop rates are also relatively low, so this makes combat feel a bit like filler. Possibly this will change as the game goes on. It has the feel of something built organically.
-Okay, so apparently there's tons of elements everywhere in the choose your element grid, but it is really unclear that they're there, since you have to hit up and down to find them. This would really benefit from being done as a menu. That would also allow you to get information without going through a dialog for each element, of which there are apparently tons.
-The dialog is great and remains super snappy. I'm really digging this world. Combat feels super easy, though. Having a full party means I can just saturate the enemy with attacks and end things in two rounds. Exp and gold drop rates are also relatively low, so this makes combat feel a bit like filler. Possibly this will change as the game goes on. It has the feel of something built organically.
Creator Deleted This
Alright. A bit more playthrough and a bit more feedback.
-Enemy sprites on the map look garishly generic. Their battle sprites are a lot better, although the combat background feels very stock.
-The couple seconds to recover after combat is a pretty cool mechanic. It makes getting jumped by multiple encounters in a row more dangerous, but reduces the need to go into the menu and use healing items after every fight.
-Villager dialog is consistently great.
-Holy crap there is so much lore writing. This is almost daunting, but all of it is good. This is the true treasure of the game, and it's a shame the prologue is so...kinda rough around the edges that its first impression is nothing like the majority of the game experience.
-My god all the lore in the library is so incredibly gonzo. I love everything about the metaplot of this setting. This is the true selling point.
-It's weird this brands itself as a soulslike when it is so intensely plot-focused. I can see the soulslike influence, but it's a side-dish. The narrative is the main course.
-Enemy sprites on the map look garishly generic. Their battle sprites are a lot better, although the combat background feels very stock.
-The couple seconds to recover after combat is a pretty cool mechanic. It makes getting jumped by multiple encounters in a row more dangerous, but reduces the need to go into the menu and use healing items after every fight.
-Villager dialog is consistently great.
-Holy crap there is so much lore writing. This is almost daunting, but all of it is good. This is the true treasure of the game, and it's a shame the prologue is so...kinda rough around the edges that its first impression is nothing like the majority of the game experience.
-My god all the lore in the library is so incredibly gonzo. I love everything about the metaplot of this setting. This is the true selling point.
-It's weird this brands itself as a soulslike when it is so intensely plot-focused. I can see the soulslike influence, but it's a side-dish. The narrative is the main course.
Creator Deleted This
Picked up a copy because this looked interesting. I'm going in mostly blind, but here is some feedback if it's helpful.
-Game is really slow to get to the main menu. The music builds ambiance, but I think the player could cancel past the version number and developer logo without sacrificing that. The title itself comes in slow, taking a minute or so to fill out, and this feels like it's going to be frustrating across multiple play sessions. Maybe let the player select new game/continue/options while it's filling in?
-I selected 'New Game' but hit the cancel button (X) and the program closed. Bug?
-The choose two elements screen is really moody and weird, which kind of works. Also, with the Future Content elements unselectable, 'choose two' makes this a pretty narrow choice.
-The transitions on the Choose Difficulty screen are a little jarring. I wonder if this and the elements could better be handled by a little bit of narration, and then a menu. The music is spot-on, regardless.
-Oh god unskippable wait-timed dialog in the prologue? Why?
-The atmosphere and mood are really excellent.
-During conversation with the woman: "Well, I wouldn't say your normal." you're
-Man, the combat mechanics are apparently detailed and deep. This is awesome.
-Writing is a strength for this game. The sound and lighting designs are on point as well, and the slow unfurl of the lore makes for good, ominous pacing.
Overall, I'm really liking a lot of this. I'll keep providing feedback as I play deeper into the game.
-Game is really slow to get to the main menu. The music builds ambiance, but I think the player could cancel past the version number and developer logo without sacrificing that. The title itself comes in slow, taking a minute or so to fill out, and this feels like it's going to be frustrating across multiple play sessions. Maybe let the player select new game/continue/options while it's filling in?
-I selected 'New Game' but hit the cancel button (X) and the program closed. Bug?
-The choose two elements screen is really moody and weird, which kind of works. Also, with the Future Content elements unselectable, 'choose two' makes this a pretty narrow choice.
-The transitions on the Choose Difficulty screen are a little jarring. I wonder if this and the elements could better be handled by a little bit of narration, and then a menu. The music is spot-on, regardless.
-Oh god unskippable wait-timed dialog in the prologue? Why?
-The atmosphere and mood are really excellent.
-During conversation with the woman: "Well, I wouldn't say your normal." you're
-Man, the combat mechanics are apparently detailed and deep. This is awesome.
-Writing is a strength for this game. The sound and lighting designs are on point as well, and the slow unfurl of the lore makes for good, ominous pacing.
Overall, I'm really liking a lot of this. I'll keep providing feedback as I play deeper into the game.













