This game has genuinely fun mechanics but I'm afraid I might have softlocked myself with my own skill issue - I know what I'm supposed to do in the spinning gears puzzle of Night Dome's F3, spinning them from right to left, but I have strained my wrist trying to move fast enough to keep all three spinning at once. Is there some hidden technique I'm simply missing, or is this just something I'll have to keep brute-forcing?
Lowering the difficulty will make these gear puzzles easier. You can lower the difficulty to 0.5, clear the puzzle, then raise it back to 1 if you'd like.
If you look at the keybinds in the settings menu, you'll see keys corresponding to the "Spin up" and "Spin down" actions. These keys can be used instead of the mouse wheel (or even in combination with the mouse wheel if you want to make it even easier).
The sign at the first gear puzzle does mention this, but I'll be adding hint events to re explain this at every gear puzzle if needed.
Welp. After hours of gameplay i can officialy say that i've beaten the game. And boy oh boy... do i have things to say. And as i promised - you'll have to read an essay, Mr NoseBecc.
Now before we start, i want to make one thing clear: while i do have some constructive stuff to say about the game (suggestions and criticisms), THIS comment is NOT that. This will be a summary of my first impressions as an average player that went through the game at a normal pace, clicked what saw and missed what didn't. I just think that (as someone who played first Demo too) impressions on the game - are important. Gameplay is cool, but if the game doesn't cling to your heart - gameplay doesn't mean that much.
Anyway... let's get on with it:
1) The new story - wow, is it amazing. From the beginning, till the end, i was at the edge of my seat, wondering what's gonna happen next. Moments with angels felt intense and frightening, little gags here and there lifted up the mood and i really felt for Vuu's loss. Rose's (yes, i remembered her name) past being a mistery to us and other characters was done well. How did she end up here? Why? And why in the jail of all places? Why is Vuu in same jail? What on earth is going on?! A lot of questioms that remained unanswered (or may be i just didn't get them). And it's great - because i love theorising. On important note - jokes landed! ALL!! I'll confess and say that i at least smiled at every one of them and some even made me laugh out loud! Vuu's insult to Nightmare was savage as heck, though. I hope she'll recover...
By the way!
2) I love how we went from one location/story to another so fluidly. It didn't feel like characters were saying "okay, we're done exploring here. Let's go to the next set, the script demands so". Not a single part of dialogue felt 'forced'. It was like listening to a genunine conversation of a real group of people - not actors. And none of them felt over the top. Vuu is naive, but not stupid. Rose is serious, but she doesn't feel like a robot (as writers often mess up with characters like that). 'T', despite me expecting it, didn't cross the line between "goofy" and "annoying as hell". Really good writing.
About that...
3) Old characters - i'm so happy that they returned. You simply can't imagine how much joy i felt when i noticed that green little creature in the forest: "Lvl1 Golbin?! Awww, lomg time no see sunshine! Look at you - all big and strong now, aren't you? You've changed you appearance a little, yeah? It suiys you so much! Yeah, yeah, i'm very sorry, you are not lvl one anymore, you are level tw- ... Dear. God. You are level 4 now?! You were training all this time?! I'm... i-i'm so poud... *sob* No, Gobby, my eyes are not sweating, these are just tears of pure happiness." - absolute cinema. And it hoenstly didn't hit me until just now how good Imp's and Gobbo's new designs look. I look at old Imp and just think - wow, that's... atrocious. And there is no wonder that Mud Elememtal's design remained the same - it's peak! New characters look amazing too, don't get me wrong! They are absolutely gorgeous. Lamia looks full of life, Ghost/Wisp is great too too, Pirates are just as adorable as you can get (still, lvl1 4 Goblin keeps her first place).
Next one.
4) The 'resurrector lady' - such a great idea. Mainly because i can rest peacefully, knowing that every monster we've defeated didn't really die. I swear, i did NOT expect this turn of events: "Haha, that's right little pirate! You shouldn't just try and steal ones belongings. Let this be your lesson! Now, let's see what loot we have he- DID SHE JUST F-N EXPLODE?!" - cause my heart skipped the beat when i saw bones flying around. Back to 'resurrector'... it's unironically SO nice to play as monsters. Lore acuracy is cool and stuff, but what if i want Gobby to beat Nightamre to death, instead of Vuu? And now i CAN DO THAT!! (Although, Gobby's weapon of choice is... more unique that 'T' could ever dream of. Is she like 'shapes fight' exclusive character? Because i have no idea how to reliably use that circular saw in a normal battle.) Just the fact that you can choose is already worth it. Don't like Rose for some reason? Sure, swap her for Ghost, why not. T doesn't look curvy enough to you, huh? Okay, pick Imp, if you so desire. Vuu is getting a bit boring? First - shame on you. Second - swap her if you want, nobody is holding you (but i will judge).
And the last one: I like how new riddles are made. Sometimes you don't see how to do them emidiately, and then something in your head just clicks and you go: "i tried everything! I tried pulling, tried to find the hint, tried to- wait... what if i... just whack that stupid star?". Or these things that you need smash to activate. While walking past them you think - "press with force, press with force... but how? Do i need something heavy? IMP! Sit on that damn thing, please". And when you get smash - it all comes together, and you rush to obliterate every button you saw earlier.
Well. That concludes today' comment. It's mostly positive, because that's the impressions that i got from majority of the game! Cool story, art and mechanics - together they formed a perfect Demo. But! That's not to say that i have nothing to criticise here!
As i said before - i have a lot of constructive things to say about the game and i WILL lay all of them out in the next comment, because this is one is already too long already and i want to sleep.
Oh! And the last one:
Please, PLEASE! I'M BEGGING YOU! Give Goblin a 4th, 5th star designs too, PLEASE!! I know that she's only lvl4, i know that she's just a goblin, but please with a cherry on top! No, make it 7 cherries! Just look at Gobbo! Don't you think she wants to evolve more?
Thank you so much! I'm happy you enjoyed it this much! ^^
I put a lot of effort into making the story progression feel natural while also introducing characters / concepts without having these feel forced. And yeah! Some characters badly needed a redraw / redesign. I still have a few in mind, but the most urgent ones have been taken care of!
Goblin's Yoyo Heartpower isn't an easy one to use, but it's very powerful. You have to right click again if the Yoyo hits a shape to have it rip through it (you can hold right click to keep going too!). The line deals damage too, and once enough shapes have been hit by the line in one go, you'll be able to shoot a laser when winding back the Yoyo. Tough to use, but it can let you destroy even the strongest shapes very quickly! I still need to add actual explanations for Heartpowers, among other things.
I'm not too sure I understood your last request about Gob though! She might get an alt costume if she wins one the Patreon alt costume polls, but it'll be some time before the next one :B
But yeah, I'm glad the game resonated with you, thank you again! I'm curious to hear about the parts that caused you some issues too, of course! ^^
Yeah, sorry about the last one - i confused myself, and now confused you too.
Here is the explonatiom: after i revived Cha, I emidiately rushed to lvl her up to 22. But upon defeating enemies she didn't gain XP and there was just text "Max Rank" or something like that.
What I thought was - "Cha is a low rank momstergirl, that's why i can't lvl her up above 17, which means that she doesn't have 4th and 5th forms. Aaaah, i get it now" - but i DIDN'T get it! I just didn't rank her up, thay's why her lvl was locked. But i did the thing, so now she's rank 5, in all her glory and might.
And i'm sorry, Mr NoseBecc, but... "The Golbins' sudden and impressive growth spurt-" growth... 'spurt'? Growth SPURT?! That's an understatement if i've ever heard one! That's not a 'spurt' that's a growth BOOM! A growth 'atomic explosion'!! How is Cha planning to walk after that?! Her bossom is heavier than her whole body!
Just finished the demo, And the entire experience was amazing! Each area had such a bright and fun atmosphere along with puzzles that really make you think. The gameplay is very unique especially with the variating shots between different hearts alongside the unique boss mechanics. I can say when the full version comes out im 100% gonna get it on steam!
The game seems so colorful and vibrant, it visually was very charming. Sadly I kinda got really annoyed at the first real puzzle involving slotting shards into the wall. I understood rotating the red shards into place and socketing them in, and I get that I need to use the red glowy pellet onto the yellow shard to turn it into the last red shard I need but I spent like 15-20 minutes wiggling, yeeting, spinning and dropping the shard (I tried it with the blue shards too) but couldn't figure out how to activate it. The NPC helpers only said "Look at your color guide." which didn't really explain how to change a shard's color. After another 20 minutes of combing the starter town to see if I missed a tutorial explaining how the overworld puzzles work and not finding anything I think I'm just too dumb for this game, oh well.
I have a problem that makes it i cant play the game its a shadder problem with an item glow i duno what that means but i cant play the game like at all is it comon or its only me btw may i ask if there will be a mobil device version in the future like but only for mobil devices with bigger screens
I liked this Game really, had very much fun. One thing i have to ask tho is there a way to get back to old locations? I havent found anything in the Walktrough to this.
is their a way to revive teamates I accidently let one die and the walkthrough says nothing about this please help (this was before the night dome incase your wondering)
Okay, i'll have to do it quick, cause the game's so good, i can't stop playing. I'll go over the main few points that i liked since old demo, but you can expect me comming back with comments that have more words in them than most novels.
One, two, three, go! >>>
1) The "My Turn!" mechanic is so simple, but genious, i LOVE IT! It, honestly, was a pretty big issue in the first beta. I have two characters, but since i love Vuu - what's the point of using the HUMAN (i forgor her name T^T), if they are very much the same? Same abilities, same heart (i'll get to that later), same stats and etc. There was no reason, except for boredom. But now that i can do the same fight 2 times, not only to farm more XP, but to get more rewards from it - it makes me want to master each character!
2) Different heart attacks - my GOD, that's so good! The fact that i'm (sometimes) FORCED to switch from Vuu to HUMAN (still so ashamed...), is a nice feeling. Lots of weak 'shapes'? Vuu is here. Tanky shapes - HUMAN got you covered. So good... And now a 'shape fight' doesn't feel as tedious, cause i can finally one/two-shot most of the enemies tgere. (I don't understand 'T's attacks YET, but i'm sure that there is a way to utilize her too)
3) I'm not even going to talk about amazing artsyle and story - you know you cooked there, i won't toot your horn TOO much. ... Okay, maybe a liiiiitle more.
4) Riddles... Wow. With every location they get much MUCH more complicated, and interesting. Right now i'm stuck in mushroom land/cave. These riddles are... hard. Now, hear me out! That's a very ME specific thing, i'm not sure how it goes for everybody else, but i - am not the _biggest_ fan of the "look closely at the map - you can miss a lever/button at ANY moment" part. Sure, it's cool to spot them and go "he he he, free coins", but my paranoia and feeling of "what if there was an orb i missed? Or two?!" - were and ARE eating me from the inside. And the riddle where "The hint must be somewhere nearby", where i have to pull up or press mushrooms, then activate a button to open the gate... I can't. I just can't find i! What does "somewhere nearby" even mean? Is it in this room? Is it in the room next to this one?! OR IS IT IN THE COMPLETE OPPOSITE OF THE MAP??? I have no way to know! *sigh* ... Except fot that part (right now) everything is great.
Now that it's out of the way, i want to ask few things:
1) The part where i have to help Cookie - i am confused. I tried clicking on things, while berries are in my inventoty - nothing works. I tried dropping them onto the floor - nothing happents. I tried clicking and smashing things, giving berries to Cookie and cheff, tried putting them inside boxes - nothing is working. Am i bugged or do i just not get how to do it? If it's the latter - could you explain it to me?
And second:
2) If that's a public beta... why not put it on Steam? I don't mind checking itch.io once in a while, but won't it be better for 'exposure' and capturing people's interest? After all, won't allowing players to try the game increase the chance that they'll stick?
In conclusion - this update was Massive! ... YOU KNOW WHAT ELSE IS MAS-
T's Heartpower is definitely more on the technical side ^^
When it comes to hidden treasure, I'm planning to implement a way to detect hidden stuff later, kind of like Ms. Mowz in Paper Mario. For now the best way to know if there's anything left in an area is to look at the map discovery and treasure found percentages, in the map menu
I'll update the "somewhere nearby" text in the next update then! The hints you're looking for are in the same corridor as that puzzle (look near the top of the screen)
For the Cookie quest, you need to talk to Cookie while having 2 dopberries of each kind in your inventory! I'll also update the text to make it more clear, thank you ^^
As for Steam, the build is being reviewed! I was hoping I'd be able to release the game on both platforms at the same time, but it sadly wasn't possible. Live and learn I suppose, it should be happening soon, hopefully next week!
Thanks again, I'm glad you're enjoying the game! ^^
Not sure if this is a bug. but whenever I move my mouse it sometimes get flung to the other side of the screen. It makes the game almost unplayable at times.
How often does it happen? Are you playing with in fullscreen or windowed mode (and at what resolution if so)? Do you tab out of the game often? Did you notice a "cursor recalibrated" message in the top left?
The cursor recalibrating was happening every few seconds.
The bug was happening about the same time as the recalibration.
Tried playing in both window and Fullscreen same issue. On the topic of the changing modes, whenever i do it would force the mouse to the top left of the screen.
There should be a file called "cursorLog.ini" if you go to "C:\Users\XXX\AppData\Local\BE_Witches", where XXX is your username. If that's ok, do you think you could send it to me at nosebecc@gmail.com? There is a chance it would help me figure out what's going on ^^
Probably not, I don't think the game would be a good fit for mobile, especially fights where the small screen and having a finger over the screen would hide too much of the action to make it viable. The lack of a mouse wheel would make a lot of parts difficult as well...
I have been passively checking in on this game for the years, and I must say, this is a very prominent update. I can't even begin to go over all of the things that surprised me this time around. The story, the gameplay, the music and art... Everything gleams with polish that is rarely seen these days. The temple in particular completely caught me off guard from my previous times trying to pick this game up, and now I can't wait for more!
There will be alt costume for various characters in the future! In fact, a patreon poll just ended which resulted in an extra alt costume for Nightmare in the future.
I do have some ideas for both Vuu and Rose alt costumes potentially which would change their pose as well, but that's all I can say for now ^^
I can happily report that I've gotten all the way to Biscotti on Linux. The mouse calibration is completely broken, though. I had to estimate the offsets and lock the settings.ini so it wouldn't yeet my mouse offscreen whenever I alt-tabbed. The only actual gameplay issue I've had was with the mouse wheel being inconsistent, so I didn't know I could spin things until the Angel fight.
Good to know, thank you! It's not ideal but I'm glad it's at least doable.
An actual Linux version is still some time away but it should be possible somewhere down the line. I still have some work to do first but I'll look into it asap ^^
Mmh, I didn't know about this... Is this something that can be done? I would consider it for the final game, but I'm not sure if that'll be possible for the demo
I’m not a dev but there should be a content survey form for devs to fill out. Valve decided in this matter to not display games in Germany that have no USK-rating or if they don’t have a filled survey form. It’s about a law that enforces a age labeling.
Honestly, I love everything about this game. My only problem is how slow the development seems to be. I see that the game is on itch since 2017 and on the patreon you're talking about how the game is now about 20-25% finished. I wonder when we will get the full release
Small but important difference, I didn't say "the game is now about 20-25% finished", I said that the demo "has about 20~25% of the final content"! As in, what's seen by the player ^^
Most of the dev time was spent on solidifying the base systems rather than adding new content. At this point the foundation is very solid and just about final, so adding content will generally be my focus. Progress will go faster from a player's perspective, but it's still definitely a few years off! I also wish I could go faster, for sure.
All good! It's a solo effort for the most part but I'm working with several artists and composers yeah! If all goes well, I'll be able to hire more in the future ^^
Debug mode has been deactivated in the public version! It's really just a tool for me to get around the game quickly during development and can cause bugs and crashes, so I chose to disable it to prevent debug related bug reports.
It is still available on the Patreon version however!
Like below, I want to extend my congratulations on releasing the newest update! I’m having a lot of fun just in the beginning beach/ocean zone (which I might be stuck in, so if you would be willing to tell me the code to the five-digit fish symbol puzzle that would be very kind), and the game is extremely well polished for a demo. Honestly, from just the first zone alone, and with other people mentioning more zones, this seems more like a game in early access or alpha than a demo. I look forward to seeing more updates to this game.
So first off, I just want to congratulate you on the new demo you just dropped, it is so much fun to play! I've been waiting to play it for a long while and it definetly didn't dissapiont! Thanks a bunch for sharing it with all of us and kudo's on this achievement, the quality is amazing.
I do however have a question. I'm fully hard-stuck in Biscotti. The game seems to be nudging me to go to either the windmill or the abandoned house and while I'm able to enter the first room of both I for the life of me cannot figure out how to get any further. Am I missing something?
Yes I'm logged in. I even logged out and logged back in to see if it solved it and it didn't. Says I'm a member off to the side but says I'm not a member on any of the posts. when looking at pas posts it shows I'm a $5 member but I can't type anything in. Keeps asking me to donate $1 to get access.
one word one single word wen does the 2024 demo will be out because i and my grandma dont have a credit card so i can only pay by google play so i cant get the patreon also dont worry i do am 18+ i just live whit my grandma
Suggestion: Shape Relics
A special relic that allows you to summon shapes as an ally and has 6 variant bases of the 6 Fei.
You can only have one active Shape Relic.
For explain:
Oyon shapers (misc type)
Replace a random not-matching color Oyon with an Oyon shape.
Oyon shape acts like a normal Oyon except it can’t be cursed.
Assist type
Summon shapes at your heart and you can shoot with them.
Fighter type
Summon a shaper to fight for you and/or destroy their core.
Mage type
Summon a mage shape that charges to cast a spell.
That spell can be a healing, buff, or give you an amount of fei.
Enemy shapes attack it to prevent using that spell.
Puff Fish (Fighter type)
It can’t damage shapes but can destroy cores.
Eats cores to increase its size and detonate front at the enemy.
Explosion damages the enemy x the amount of consumer cores.
I really like the Puff Fish one. I might not use these ideas as is necessarily for various reasons (or they might have to be something other than shapes, there are a few relics like that in the new demo), but I'll keep this in mind for the future!
In short, i think it has a lot of potential, but at this state its pretty confusing and Hard, maybe its just me.
But i have some points that make it really difficult to play.
First thing, when you play in Fullscreen the game just ignores the blue light filter of windows, this is really eye straining for people who got it activated normally (i Have it on like 80%)
Secondly, i think the riddles are a bit confusing, you need a good example of concept before giving the player the riddles.
In the starting desert, i felt like i couldn't do most riddles because IDK how. I got 2 Violet Pillars, one with slime and one with a pot, IDK what to do with them. Also 2 Violet pillars with 3 empty squares, same here idk what to do, i don't think you can use Items of your inventory to place them? And the hardest part in the water was to see the flying shards and to be able to let the shells sink to the ground, but having no idea what for and if i miss something else.
The Minigame seems pretty hard (or I'm pretty bad) but i tried to play the minigame like most "Connect" games, i could kill a goblin, but the zombie was to tough). Also i could not get used to how they changed, so most of the time i just choose 2 tiles to switch.
This is a very old demo that does have many flaws, the vast majority of which have been fixed in the newest patreon build, released just a few days ago. This current itch.io one was more of a proof of concept really ^^
A new public demo will be released in a few months, but it's patreon only currently!
ran into an issue where my crappy bluetooth headphones would cut out, then reconnect but for some reason the sound on the game wouldn't start back up when they reconnected. When I went to save, the clock just kept going faster and faster but wouldn't save. I have only ever experienced this issue when my sound would cut out otherwise I wouldn't think the two were connected. I guess this is a version 7 issue.
Sadly unplugging/replugging headphones can cause the sound to stop playing, to my understanding this is a GameMaker issue that I don't have any control over...
The clock spinning forever bug has been fixed in newer builds though! I recommend playing on the latest one (V11) which was released just at the beginning of this month ^^
There is one thing i will say this game: I.LOVED.IT.
And no - i'm not exaggerating, i'm not making it up or anything. This was actually such an amazing experience. And i can say for sure - my expectations were, god damn, subwerted.
I honestly didn't expect much of it at first: "Another BE game, nothing special". But man, was i wrong! Character design, cutesy graphics, neat dialogues, such a nice attention to detail and more. It's obvcious how much love and passion was put into it. All these little details (just like i love), puzzles and secrets. So cool. And even though sometimes said puzzles feel a bit TOO complicated - it's still a nice feeling to try and solve them. Who knows, maybe i'll "wisen up" at some point and will come back to solve them. Combat is as unique as you can get too - i've never seen anything like that before, so i was uh... let's just say "confused". But that's probably a ME issue.
Oh oh oh! Almost forgot!
COMBAT OST! Man, the soundtrack during a fight is FIRE! First few seconds i was thinking "Man, it's not that bad..." and just in about a minute i was nodding my head to the beat! "Baaaaaam~ Pa-ba-da-ba Baaaaaam~ Pa-ba-da-ba ---- Bda-pa-pa-pa-da-pa-pa-bap -- Bda-pa-pa-da-pa Ba-badabum!" IT'S INSIDE MY HEAD FOREVER! I love how jolly and energetic it is! Pumps up your mood much better than you would've thought. "Ta-ta-ta-ta-" - okay, enough.
But, yes. Even though i absolutely love this game (and already added it to my steam "wishlist")... I can't deny that there are few issues:
1) TURORIAL. Man, was i banging my head against the wall for around 10 minutes, trying to figure out how the hell I am suposed to deal damage. Yes - it IS possible that some of it was on me and my lack of brain, but just in case - it may be a good idea to look into this issue.
2) LEVELING UP AND EVOLVING. So... I love chalanges. I usually don't farm stuff and prepare for battles, but instead just rush to the next enemy. By the time i beat final boss i was level... 11? 10? Something like that. So imagine my surprise when i coma back to "Evovle" and see that i'm requiered LEVEL 20. I'm barely half way there! (IMPORTNANT - i didn't lose once, so all my progression was as it would be if you don't farm) So i had to sit there and farm all these monsters for a whole hour... Result was worth it, but it was NOT a pleasant experience. Maybe lower requierements? Or rework them in some way?
3) EMEMIES TOO MUCH/NOT ENOUGH. Also a pretty annoying issue when you try to simply solve puzzles, or are on your way home. "I don't have time or energy to fight you, you silly LVL1 Goblin!". Losing is not an option - you lose levels. Running is not an option too - enemy is BLOCKING your path. So you HAVE to fight - and it's not always what you want to do. Here also comes lack of enemies when trying to level up (did i say that a solid 25% of my time on lvling up was wasted on simply walking around and searching for foes to fight?). There has to be a way to ALWAYS find a fight when you need one, but NEVER fight if you have something else to do. How? I'm not game dev, why asking me? You silly goose...
Khe-khe... Wow, that was a lot of text, huh? I hope you uh... won't get tired of reading it. Last thing: good luck with your project. It's filled with love, genuine care and talent, it's so... beautiful to see. I'm waiting for an open beta and even more for a paid release on steam. "SHUT UP AND TAKE MY MONEY!" - as one ginger man said. Love to all of you, guys <3
Oh, thanks a lot! I'm glad you enjoyed the game this much! ^^
And from the looks of it, the version you played is the old demo too! There have been some massive changes (including an actual story), and every complaint you have have since been fixed (though there's always room for imrpovement of course). The newest build is available on Patreon only for now ($1) and I'm planning to have a public build released in a few months. You can expect a bunch of new excellent tracks too ^^
I'm not sure where to go to ask this but is there any way to skip the pyramid scene? I have no idea how to fight the monster there and it takes forever to get through the cutscene leading up to it. It's incredibly frustrating. If it doesn't exist in the game, I think the ability to skip incredibly long cutscenes like this would be great for repeat playthroughs since I really have no desire to go through that pyramid conversation again before trying the monster again. Aside from that I've been really enjoying the game so far and I love how polished the art is. The fact that I've been enjoying the game so much is what makes being stuck in the pyramid so painful for me, I don't want my playthrough to end there.
Sorry I wasn't able to answer this sooner, I just noticed you tried asking on Patreon yesterday!
I did actually just add a secret command to accelerate this specific sequence in the new build that came out today! Pressing Enter + Middle click (the same that is used to skip cutscenes) once you get control of Vuu will increase her speed. Saves are not transferrable from V10 to V11, but I think it might be worth restarting for this one if you stopped there.
I'm glad you're enjoying it, and sorry you got stuck at that scene! I actually want to expand on the festival scene before that which will teach you how to use charged shots (hold right click), which is how you can defeat the monster. Charged shot at the head, attack while it's weakened, and so on.
If you really can't beat it, there is also a debug mode you can use. Debug mode is explained here https://www.patreon.com/posts/92141393 Basically, you'd have to toggle it on (left shift + enter + F2), press F9 in exploration, scroll up until #17, then click the scarecrow to activate that cutscene and continue from right after the fight. I would recommend toggling debug mode off after the cutscene.
So yeah, sorry about that, it will be improved in a future build! And thank you! ^^
Thanks for the response! I can tell you've worked really hard on this game and I wouldn't be voicing my frustrations with it if I didn't think you had something great. I'll give the game another shot.
Great game, it was hard to learn at first how to play and the puzzles were some times annoying (like having a crystal that was hard to grab) but I got better at it!
Quick suggestion: can we get an even bigger warning for the point of no return when finishing the first town's plot? There's stuff I need to go back and do there, but the game's making it sound like we only go back there in the endgame, or maybe never, plus if I had known the next save point was like half an hour away and the next town is about 3 hours of gameplay away, I would've farmed a few more things and finished crafting before leaving.
Thank you! I don't have a date for the full game, but I'm planning to release a public demo sometime this year.
As for the walkthrough, it's not actually written by me, but by a friend! Some parts will sadly become outdated for some time as progress is being made on the game.
Maybe I'm an idiot or maybe my game's bugged but I just cannot turn the gear on the star shooters. I grab it just fine but no matter how hard or soft I pull it doesn't move. What am I doing wrong?
Maybe I'm an idiot or maybe my game's bugged but I just cannot turn the gear on the star shooters. I grab it just fine but no matter how hard or soft I pull it doesn't move. What am I doing wrong?
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This game has genuinely fun mechanics but I'm afraid I might have softlocked myself with my own skill issue - I know what I'm supposed to do in the spinning gears puzzle of Night Dome's F3, spinning them from right to left, but I have strained my wrist trying to move fast enough to keep all three spinning at once. Is there some hidden technique I'm simply missing, or is this just something I'll have to keep brute-forcing?
Ah, I'm sorry to hear that...
Lowering the difficulty will make these gear puzzles easier. You can lower the difficulty to 0.5, clear the puzzle, then raise it back to 1 if you'd like.
If you look at the keybinds in the settings menu, you'll see keys corresponding to the "Spin up" and "Spin down" actions. These keys can be used instead of the mouse wheel (or even in combination with the mouse wheel if you want to make it even easier).
The sign at the first gear puzzle does mention this, but I'll be adding hint events to re explain this at every gear puzzle if needed.
Sorry again, and I hope this helps!
*Inhale* ... *exhale* (Spoilers ahead)
Welp. After hours of gameplay i can officialy say that i've beaten the game. And boy oh boy... do i have things to say. And as i promised - you'll have to read an essay, Mr NoseBecc.
Now before we start, i want to make one thing clear: while i do have some constructive stuff to say about the game (suggestions and criticisms), THIS comment is NOT that. This will be a summary of my first impressions as an average player that went through the game at a normal pace, clicked what saw and missed what didn't. I just think that (as someone who played first Demo too) impressions on the game - are important. Gameplay is cool, but if the game doesn't cling to your heart - gameplay doesn't mean that much.
Anyway... let's get on with it:
1) The new story - wow, is it amazing. From the beginning, till the end, i was at the edge of my seat, wondering what's gonna happen next. Moments with angels felt intense and frightening, little gags here and there lifted up the mood and i really felt for Vuu's loss. Rose's (yes, i remembered her name) past being a mistery to us and other characters was done well. How did she end up here? Why? And why in the jail of all places? Why is Vuu in same jail? What on earth is going on?! A lot of questioms that remained unanswered (or may be i just didn't get them). And it's great - because i love theorising. On important note - jokes landed! ALL!! I'll confess and say that i at least smiled at every one of them and some even made me laugh out loud! Vuu's insult to Nightmare was savage as heck, though. I hope she'll recover...
By the way!
2) I love how we went from one location/story to another so fluidly. It didn't feel like characters were saying "okay, we're done exploring here. Let's go to the next set, the script demands so". Not a single part of dialogue felt 'forced'. It was like listening to a genunine conversation of a real group of people - not actors. And none of them felt over the top. Vuu is naive, but not stupid. Rose is serious, but she doesn't feel like a robot (as writers often mess up with characters like that). 'T', despite me expecting it, didn't cross the line between "goofy" and "annoying as hell". Really good writing.
About that...
3) Old characters - i'm so happy that they returned. You simply can't imagine how much joy i felt when i noticed that green little creature in the forest: "Lvl1 Golbin?! Awww, lomg time no see sunshine! Look at you - all big and strong now, aren't you? You've changed you appearance a little, yeah? It suiys you so much! Yeah, yeah, i'm very sorry, you are not lvl one anymore, you are level tw- ... Dear. God. You are level 4 now?! You were training all this time?! I'm... i-i'm so poud... *sob* No, Gobby, my eyes are not sweating, these are just tears of pure happiness." - absolute cinema. And it hoenstly didn't hit me until just now how good Imp's and Gobbo's new designs look. I look at old Imp and just think - wow, that's... atrocious. And there is no wonder that Mud Elememtal's design remained the same - it's peak! New characters look amazing too, don't get me wrong! They are absolutely gorgeous. Lamia looks full of life, Ghost/Wisp is great too too, Pirates are just as adorable as you can get (still, lvl
14 Goblin keeps her first place).Next one.
4) The 'resurrector lady' - such a great idea. Mainly because i can rest peacefully, knowing that every monster we've defeated didn't really die. I swear, i did NOT expect this turn of events: "Haha, that's right little pirate! You shouldn't just try and steal ones belongings. Let this be your lesson! Now, let's see what loot we have he- DID SHE JUST F-N EXPLODE?!" - cause my heart skipped the beat when i saw bones flying around. Back to 'resurrector'... it's unironically SO nice to play as monsters. Lore acuracy is cool and stuff, but what if i want Gobby to beat Nightamre to death, instead of Vuu? And now i CAN DO THAT!! (Although, Gobby's weapon of choice is... more unique that 'T' could ever dream of. Is she like 'shapes fight' exclusive character? Because i have no idea how to reliably use that circular saw in a normal battle.) Just the fact that you can choose is already worth it. Don't like Rose for some reason? Sure, swap her for Ghost, why not. T doesn't look curvy enough to you, huh? Okay, pick Imp, if you so desire. Vuu is getting a bit boring? First - shame on you. Second - swap her if you want, nobody is holding you (but i will judge).
And the last one: I like how new riddles are made. Sometimes you don't see how to do them emidiately, and then something in your head just clicks and you go: "i tried everything! I tried pulling, tried to find the hint, tried to- wait... what if i... just whack that stupid star?". Or these things that you need smash to activate. While walking past them you think - "press with force, press with force... but how? Do i need something heavy? IMP! Sit on that damn thing, please". And when you get smash - it all comes together, and you rush to obliterate every button you saw earlier.
Well. That concludes today' comment. It's mostly positive, because that's the impressions that i got from majority of the game! Cool story, art and mechanics - together they formed a perfect Demo. But! That's not to say that i have nothing to criticise here!
As i said before - i have a lot of constructive things to say about the game and i WILL lay all of them out in the next comment, because this is one is already too long already and i want to sleep.
Oh! And the last one:
Please, PLEASE! I'M BEGGING YOU! Give Goblin a 4th, 5th star designs too, PLEASE!! I know that she's only lvl4, i know that she's just a goblin, but please with a cherry on top! No, make it 7 cherries! Just look at Gobbo! Don't you think she wants to evolve more?
Sincerely
CorpusGreed
Thank you so much! I'm happy you enjoyed it this much! ^^
I put a lot of effort into making the story progression feel natural while also introducing characters / concepts without having these feel forced. And yeah! Some characters badly needed a redraw / redesign. I still have a few in mind, but the most urgent ones have been taken care of!
Goblin's Yoyo Heartpower isn't an easy one to use, but it's very powerful. You have to right click again if the Yoyo hits a shape to have it rip through it (you can hold right click to keep going too!). The line deals damage too, and once enough shapes have been hit by the line in one go, you'll be able to shoot a laser when winding back the Yoyo. Tough to use, but it can let you destroy even the strongest shapes very quickly! I still need to add actual explanations for Heartpowers, among other things.
I'm not too sure I understood your last request about Gob though! She might get an alt costume if she wins one the Patreon alt costume polls, but it'll be some time before the next one :B
But yeah, I'm glad the game resonated with you, thank you again! I'm curious to hear about the parts that caused you some issues too, of course! ^^
Yeah, sorry about the last one - i confused myself, and now confused you too.
Here is the explonatiom: after i revived Cha, I emidiately rushed to lvl her up to 22. But upon defeating enemies she didn't gain XP and there was just text "Max Rank" or something like that.
What I thought was - "Cha is a low rank momstergirl, that's why i can't lvl her up above 17, which means that she doesn't have 4th and 5th forms. Aaaah, i get it now" - but i DIDN'T get it! I just didn't rank her up, thay's why her lvl was locked. But i did the thing, so now she's rank 5, in all her glory and might.
And i'm sorry, Mr NoseBecc, but... "The Golbins' sudden and impressive growth spurt-" growth... 'spurt'? Growth SPURT?! That's an understatement if i've ever heard one! That's not a 'spurt' that's a growth BOOM! A growth 'atomic explosion'!! How is Cha planning to walk after that?! Her bossom is heavier than her whole body!
Aah I see!
lol she's basically more boob than Goblin at that point yeah. But she loves it, no worries :B
And keep in mind that everyone will get a 6th rank in the final game, too ^^
Just finished the demo, And the entire experience was amazing! Each area had such a bright and fun atmosphere along with puzzles that really make you think. The gameplay is very unique especially with the variating shots between different hearts alongside the unique boss mechanics. I can say when the full version comes out im 100% gonna get it on steam!
Thank you!!! ^^
The game seems so colorful and vibrant, it visually was very charming. Sadly I kinda got really annoyed at the first real puzzle involving slotting shards into the wall. I understood rotating the red shards into place and socketing them in, and I get that I need to use the red glowy pellet onto the yellow shard to turn it into the last red shard I need but I spent like 15-20 minutes wiggling, yeeting, spinning and dropping the shard (I tried it with the blue shards too) but couldn't figure out how to activate it. The NPC helpers only said "Look at your color guide." which didn't really explain how to change a shard's color. After another 20 minutes of combing the starter town to see if I missed a tutorial explaining how the overworld puzzles work and not finding anything I think I'm just too dumb for this game, oh well.
Sorry about that! And thank you, this helps a lot. I'll try to make the hint text clearer to prevent this kind of issue
I have a problem that makes it i cant play the game its a shadder problem with an item glow i duno what that means but i cant play the game like at all is it comon or its only me btw may i ask if there will be a mobil device version in the future like but only for mobil devices with bigger screens
Old GameMaker games require a certain driver, you'll find what you need in the README file! ^^
I don't have plans for a mobile version currently, sorry!
Oh ok thanks for replying
I liked this Game really, had very much fun. One thing i have to ask tho is there a way to get back to old locations? I havent found anything in the Walktrough to this.
Thank you! ^^
After you beat the demo, a pod will appear in the very top right room of the Rietti plains. You can go back to previous area by using it ^^
Thank you! ^^
is their a way to revive teamates I accidently let one die and the walkthrough says nothing about this please help (this was before the night dome incase your wondering)
Just go there where you save and then when you save there gonna get revived
thank you good sir
This looks so much fun! Are you planning on releasing a MacOS version?
Thank you!
Sadly doing so is pretty complicated... If it does happen, it won't be before a long time I'm afraid
Okay, i'll have to do it quick, cause the game's so good, i can't stop playing. I'll go over the main few points that i liked since old demo, but you can expect me comming back with comments that have more words in them than most novels.
One, two, three, go! >>>
1) The "My Turn!" mechanic is so simple, but genious, i LOVE IT! It, honestly, was a pretty big issue in the first beta. I have two characters, but since i love Vuu - what's the point of using the HUMAN (i forgor her name T^T), if they are very much the same? Same abilities, same heart (i'll get to that later), same stats and etc. There was no reason, except for boredom. But now that i can do the same fight 2 times, not only to farm more XP, but to get more rewards from it - it makes me want to master each character!
2) Different heart attacks - my GOD, that's so good! The fact that i'm (sometimes) FORCED to switch from Vuu to HUMAN (still so ashamed...), is a nice feeling. Lots of weak 'shapes'? Vuu is here. Tanky shapes - HUMAN got you covered. So good... And now a 'shape fight' doesn't feel as tedious, cause i can finally one/two-shot most of the enemies tgere. (I don't understand 'T's attacks YET, but i'm sure that there is a way to utilize her too)
3) I'm not even going to talk about amazing artsyle and story - you know you cooked there, i won't toot your horn TOO much. ... Okay, maybe a liiiiitle more.
4) Riddles... Wow. With every location they get much MUCH more complicated, and interesting. Right now i'm stuck in mushroom land/cave. These riddles are... hard. Now, hear me out! That's a very ME specific thing, i'm not sure how it goes for everybody else, but i - am not the _biggest_ fan of the "look closely at the map - you can miss a lever/button at ANY moment" part. Sure, it's cool to spot them and go "he he he, free coins", but my paranoia and feeling of "what if there was an orb i missed? Or two?!" - were and ARE eating me from the inside. And the riddle where "The hint must be somewhere nearby", where i have to pull up or press mushrooms, then activate a button to open the gate... I can't. I just can't find i! What does "somewhere nearby" even mean? Is it in this room? Is it in the room next to this one?! OR IS IT IN THE COMPLETE OPPOSITE OF THE MAP??? I have no way to know! *sigh* ... Except fot that part (right now) everything is great.
Now that it's out of the way, i want to ask few things:
1) The part where i have to help Cookie - i am confused. I tried clicking on things, while berries are in my inventoty - nothing works. I tried dropping them onto the floor - nothing happents. I tried clicking and smashing things, giving berries to Cookie and cheff, tried putting them inside boxes - nothing is working. Am i bugged or do i just not get how to do it? If it's the latter - could you explain it to me?
And second:
2) If that's a public beta... why not put it on Steam? I don't mind checking itch.io once in a while, but won't it be better for 'exposure' and capturing people's interest? After all, won't allowing players to try the game increase the chance that they'll stick?
In conclusion - this update was Massive! ... YOU KNOW WHAT ELSE IS MAS-
With love,
CorpusGreed.
Thank you very much!
T's Heartpower is definitely more on the technical side ^^
When it comes to hidden treasure, I'm planning to implement a way to detect hidden stuff later, kind of like Ms. Mowz in Paper Mario. For now the best way to know if there's anything left in an area is to look at the map discovery and treasure found percentages, in the map menu
I'll update the "somewhere nearby" text in the next update then! The hints you're looking for are in the same corridor as that puzzle (look near the top of the screen)
For the Cookie quest, you need to talk to Cookie while having 2 dopberries of each kind in your inventory! I'll also update the text to make it more clear, thank you ^^
As for Steam, the build is being reviewed! I was hoping I'd be able to release the game on both platforms at the same time, but it sadly wasn't possible. Live and learn I suppose, it should be happening soon, hopefully next week!
Thanks again, I'm glad you're enjoying the game! ^^
Not sure if this is a bug. but whenever I move my mouse it sometimes get flung to the other side of the screen. It makes the game almost unplayable at times.
That's definitely not normal!
How often does it happen? Are you playing with in fullscreen or windowed mode (and at what resolution if so)? Do you tab out of the game often? Did you notice a "cursor recalibrated" message in the top left?
The cursor recalibrating was happening every few seconds.
The bug was happening about the same time as the recalibration.
Tried playing in both window and Fullscreen same issue. On the topic of the changing modes, whenever i do it would force the mouse to the top left of the screen.
As for tabbing out, no not often.
Understood, thank you! I'll see what I can do.
There should be a file called "cursorLog.ini" if you go to "C:\Users\XXX\AppData\Local\BE_Witches", where XXX is your username. If that's ok, do you think you could send it to me at nosebecc@gmail.com? There is a chance it would help me figure out what's going on ^^
Thank you!
There is a difficulty slider in the settings, don't hesitate to lower it if needed ^^
Will there be an android version?
Probably not, I don't think the game would be a good fit for mobile, especially fights where the small screen and having a finger over the screen would hide too much of the action to make it viable. The lack of a mouse wheel would make a lot of parts difficult as well...
Never say never, but I wouldn't count on it!
I have been passively checking in on this game for the years, and I must say, this is a very prominent update. I can't even begin to go over all of the things that surprised me this time around. The story, the gameplay, the music and art... Everything gleams with polish that is rarely seen these days. The temple in particular completely caught me off guard from my previous times trying to pick this game up, and now I can't wait for more!
lol a lot has changed for sure, I'm glad the temple got you! Very happy with that sequence ^^
Thanks a lot, I'm happy you enjoyed it! ^^
i wanted to know if there would be alternative sprite (like a front sprite of rose or a back sprite of vuu) during combat in a far future
There will be alt costume for various characters in the future! In fact, a patreon poll just ended which resulted in an extra alt costume for Nightmare in the future.
I do have some ideas for both Vuu and Rose alt costumes potentially which would change their pose as well, but that's all I can say for now ^^
thx
I can happily report that I've gotten all the way to Biscotti on Linux. The mouse calibration is completely broken, though. I had to estimate the offsets and lock the settings.ini so it wouldn't yeet my mouse offscreen whenever I alt-tabbed. The only actual gameplay issue I've had was with the mouse wheel being inconsistent, so I didn't know I could spin things until the Angel fight.
Good to know, thank you! It's not ideal but I'm glad it's at least doable.
An actual Linux version is still some time away but it should be possible somewhere down the line. I still have some work to do first but I'll look into it asap ^^
Loving the demo
Sadly all lewd games are still region locked in the steam store in Germany
Will i be able to buy a steam key on release here on itch?
Thanks a lot! :B
Mmh, I didn't know about this... Is this something that can be done? I would consider it for the final game, but I'm not sure if that'll be possible for the demo
Using a key is the only way to circumvent the region lock enforced on steam.
Its due to steams lack of age verification in line with german standards (Quite expensive to implement) that valve refuses to implement.
Its simply easier for valve to not sell or display the store pages of said games in germany.
I have already aquired Subverse, Carnal Instinct, Orc Massage and KoboldKare that way.
I’m not a dev but there should be a content survey form for devs to fill out. Valve decided in this matter to not display games in Germany that have no USK-rating or if they don’t have a filled survey form. It’s about a law that enforces a age labeling.
Not sure if this link helps but valve has a page in it’s documentation about that https://partner.steamgames.com/doc/gettingstarted/contentsurvey/germany
Interesting! Thank you, I'll look into this once the demo is out on steam then ^^
Honestly, I love everything about this game. My only problem is how slow the development seems to be. I see that the game is on itch since 2017 and on the patreon you're talking about how the game is now about 20-25% finished. I wonder when we will get the full release
Thank you!
Small but important difference, I didn't say "the game is now about 20-25% finished", I said that the demo "has about 20~25% of the final content"! As in, what's seen by the player ^^
Most of the dev time was spent on solidifying the base systems rather than adding new content. At this point the foundation is very solid and just about final, so adding content will generally be my focus. Progress will go faster from a player's perspective, but it's still definitely a few years off! I also wish I could go faster, for sure.
I see, sorry for the confusion. Are you working on the game alone? Maybe you should consider hiring a few artists if that's in your budget
All good!
It's a solo effort for the most part but I'm working with several artists and composers yeah! If all goes well, I'll be able to hire more in the future ^^
Nice, hope to see more of the game in the future. Keep up the great work!
what did i do wrong? it won't let me open the game
___________________________________________
############################################################################################
FATAL ERROR in Vertex Shader compilation
ShaderName: shdr_ItemShine
D3DXCompile failed - result
at gml_Object_obj_Title_Draw_0
############################################################################################
old GameMaker games require a certain driver, you'll find what you need in the README file ^^
If you overkill a story enemy, such as the first jelly, Khless, T, or the goblin, their soul doesn't appear. So much for guaranteed.
Sorry about that! Things will be a bit different in the final game ^^
You do get to fight bosses again in this demo though, and overkill does work in these refights
hey i was wandering what was the difference between english and english 2
There is none, english 2 is just a placeholder ^^
ok thx
also good game
Today I learned that Nose has invented ENGLISH 2
Why where is no debug mode in this demo? I tried the button combination various times but it didn't work. :(
Is the combination different now or something?
Debug mode has been deactivated in the public version! It's really just a tool for me to get around the game quickly during development and can cause bugs and crashes, so I chose to disable it to prevent debug related bug reports.
It is still available on the Patreon version however!
Is the debug mode supposed to be Patreon exclusive, or would it be okay if somebody figured out and shared a way to reenable it on the public version?
It's meant to be a Patreon exclusive feature!
Like below, I want to extend my congratulations on releasing the newest update! I’m having a lot of fun just in the beginning beach/ocean zone (which I might be stuck in, so if you would be willing to tell me the code to the five-digit fish symbol puzzle that would be very kind), and the game is extremely well polished for a demo. Honestly, from just the first zone alone, and with other people mentioning more zones, this seems more like a game in early access or alpha than a demo. I look forward to seeing more updates to this game.
Thank you so much!
For this puzzle, you're meant to explore and find hints that reveal the correct order. I'll look into making this more obvious in the future ^^
Note that if a "!" button appears when entering a room, you can get a hint as to what to do in said room :B
You can find a walkthrough here: https://www.patreon.com/posts/119207938
And finally, the correct order is:
1. Leftmost symbol (small fish)
2. Sixth symbol from the left (trilobyte/worm)
3. Seventh symbol from the left (narwhal)
4. Second symbol from the left (turtle)
5. Fourth symbol from the left (bubbles)
Thank you again, it means a lot ^^
So first off, I just want to congratulate you on the new demo you just dropped, it is so much fun to play! I've been waiting to play it for a long while and it definetly didn't dissapiont! Thanks a bunch for sharing it with all of us and kudo's on this achievement, the quality is amazing.
I do however have a question. I'm fully hard-stuck in Biscotti. The game seems to be nudging me to go to either the windmill or the abandoned house and while I'm able to enter the first room of both I for the life of me cannot figure out how to get any further. Am I missing something?
you need to pull a green leaf that's hidden behind a barrel in the abandoned house
Thanks for helping out!
Thank you very much! It's been a lot of work, I'm glad you're enjoying it ^^
+1 on being hard-stuck on the same part. Got it thanks to the answer below, but maybe this solution is a tad too hidden.
I am very afraid your game have got a virus.
It does not! I assume your antivirus is sending you a false positive.
Will there be any trap characters?
No! This won't be a thing
That's a shame but I get it
It doesn't matter as much tho because game is amazing! I cannot wait to play the next demo!
Thank you! It'll be out very soon ^^
Not sure why but despite being a paying subscriber on patreon I am no longer able to chat on it or access downloads.
I definitely see you as a patron still, that's weird...
Dumb question, but are you sure you're still logged in?
Yes I'm logged in. I even logged out and logged back in to see if it solved it and it didn't. Says I'm a member off to the side but says I'm not a member on any of the posts. when looking at pas posts it shows I'm a $5 member but I can't type anything in. Keeps asking me to donate $1 to get access.
I've never heard of something like this... I'm afraid there isn't much I can do, you'd have better luck contacting Patreon directly.
Still though, if there was a specific post you were trying to access, send me a DM on Patreon and I'll see if I can at least get you its content!
Looked up what pateron had to say about it but they just say contact post creator.
You'll probably need to actually contact them, nothing looks off on my side.
Still, can you DM me the posts you're trying to access on Patreon? Maybe there's something I'm missing.
one word one single word wen does the 2024 demo will be out because i and my grandma dont have a credit card so i can only pay by google play so i cant get the patreon also dont worry i do am 18+ i just live whit my grandma
The demo will be made public on January 2nd, 2025! ^^
Than you for responding NoseBecc and also may you get the better time to work on your game :)
Suggestion: Shape Relics A special relic that allows you to summon shapes as an ally and has 6 variant bases of the 6 Fei. You can only have one active Shape Relic.
For explain:
Oyon shapers (misc type)
Replace a random not-matching color Oyon with an Oyon shape. Oyon shape acts like a normal Oyon except it can’t be cursed.
Assist type
Summon shapes at your heart and you can shoot with them.
Fighter type
Summon a shaper to fight for you and/or destroy their core.
Mage type
Summon a mage shape that charges to cast a spell. That spell can be a healing, buff, or give you an amount of fei. Enemy shapes attack it to prevent using that spell.
Puff Fish (Fighter type)
It can’t damage shapes but can destroy cores. Eats cores to increase its size and detonate front at the enemy. Explosion damages the enemy x the amount of consumer cores.
Oh interesting!
I really like the Puff Fish one. I might not use these ideas as is necessarily for various reasons (or they might have to be something other than shapes, there are a few relics like that in the new demo), but I'll keep this in mind for the future!
Thank you ^^
Hey, quick question. How do you reset the save data in the itch demo?
Woops, I deleted your follow up question by mistake.
You'll have to go to the BE_Witches folder in Appdata/Local and manually delete your save there!
Aah, that's the wrong folder!
The save is kept in a different one at C:\Users\YOURUSERNAMEHERE\AppData\Local
That would explain it
Thank you for your help
I think its probably a really great game.
In short, i think it has a lot of potential, but at this state its pretty confusing and Hard, maybe its just me.
But i have some points that make it really difficult to play.
First thing, when you play in Fullscreen the game just ignores the blue light filter of windows, this is really eye straining for people who got it activated normally (i Have it on like 80%)
Secondly, i think the riddles are a bit confusing, you need a good example of concept before giving the player the riddles.
In the starting desert, i felt like i couldn't do most riddles because IDK how. I got 2 Violet Pillars, one with slime and one with a pot, IDK what to do with them. Also 2 Violet pillars with 3 empty squares, same here idk what to do, i don't think you can use Items of your inventory to place them? And the hardest part in the water was to see the flying shards and to be able to let the shells sink to the ground, but having no idea what for and if i miss something else.
The Minigame seems pretty hard (or I'm pretty bad) but i tried to play the minigame like most "Connect" games, i could kill a goblin, but the zombie was to tough). Also i could not get used to how they changed, so most of the time i just choose 2 tiles to switch.
Thank you!
This is a very old demo that does have many flaws, the vast majority of which have been fixed in the newest patreon build, released just a few days ago. This current itch.io one was more of a proof of concept really ^^
A new public demo will be released in a few months, but it's patreon only currently!
ran into an issue where my crappy bluetooth headphones would cut out, then reconnect but for some reason the sound on the game wouldn't start back up when they reconnected. When I went to save, the clock just kept going faster and faster but wouldn't save. I have only ever experienced this issue when my sound would cut out otherwise I wouldn't think the two were connected. I guess this is a version 7 issue.
Sadly unplugging/replugging headphones can cause the sound to stop playing, to my understanding this is a GameMaker issue that I don't have any control over...
The clock spinning forever bug has been fixed in newer builds though! I recommend playing on the latest one (V11) which was released just at the beginning of this month ^^
In any case, thank you for reporting this ^^
There is one thing i will say this game: I.LOVED.IT.
And no - i'm not exaggerating, i'm not making it up or anything. This was actually such an amazing experience. And i can say for sure - my expectations were, god damn, subwerted.
I honestly didn't expect much of it at first: "Another BE game, nothing special". But man, was i wrong! Character design, cutesy graphics, neat dialogues, such a nice attention to detail and more. It's obvcious how much love and passion was put into it. All these little details (just like i love), puzzles and secrets. So cool. And even though sometimes said puzzles feel a bit TOO complicated - it's still a nice feeling to try and solve them. Who knows, maybe i'll "wisen up" at some point and will come back to solve them. Combat is as unique as you can get too - i've never seen anything like that before, so i was uh... let's just say "confused". But that's probably a ME issue.
Oh oh oh! Almost forgot!
COMBAT OST! Man, the soundtrack during a fight is FIRE! First few seconds i was thinking "Man, it's not that bad..." and just in about a minute i was nodding my head to the beat! "Baaaaaam~ Pa-ba-da-ba Baaaaaam~ Pa-ba-da-ba ---- Bda-pa-pa-pa-da-pa-pa-bap -- Bda-pa-pa-da-pa Ba-badabum!" IT'S INSIDE MY HEAD FOREVER! I love how jolly and energetic it is! Pumps up your mood much better than you would've thought. "Ta-ta-ta-ta-" - okay, enough.
But, yes. Even though i absolutely love this game (and already added it to my steam "wishlist")... I can't deny that there are few issues:
1) TURORIAL. Man, was i banging my head against the wall for around 10 minutes, trying to figure out how the hell I am suposed to deal damage. Yes - it IS possible that some of it was on me and my lack of brain, but just in case - it may be a good idea to look into this issue.
2) LEVELING UP AND EVOLVING. So... I love chalanges. I usually don't farm stuff and prepare for battles, but instead just rush to the next enemy. By the time i beat final boss i was level... 11? 10? Something like that. So imagine my surprise when i coma back to "Evovle" and see that i'm requiered LEVEL 20. I'm barely half way there! (IMPORTNANT - i didn't lose once, so all my progression was as it would be if you don't farm) So i had to sit there and farm all these monsters for a whole hour... Result was worth it, but it was NOT a pleasant experience. Maybe lower requierements? Or rework them in some way?
3) EMEMIES TOO MUCH/NOT ENOUGH. Also a pretty annoying issue when you try to simply solve puzzles, or are on your way home. "I don't have time or energy to fight you, you silly LVL1 Goblin!". Losing is not an option - you lose levels. Running is not an option too - enemy is BLOCKING your path. So you HAVE to fight - and it's not always what you want to do. Here also comes lack of enemies when trying to level up (did i say that a solid 25% of my time on lvling up was wasted on simply walking around and searching for foes to fight?). There has to be a way to ALWAYS find a fight when you need one, but NEVER fight if you have something else to do. How? I'm not game dev, why asking me? You silly goose...
Khe-khe... Wow, that was a lot of text, huh? I hope you uh... won't get tired of reading it. Last thing: good luck with your project. It's filled with love, genuine care and talent, it's so... beautiful to see. I'm waiting for an open beta and even more for a paid release on steam. "SHUT UP AND TAKE MY MONEY!" - as one ginger man said. Love to all of you, guys <3
With love - from me.
Oh, thanks a lot!
I'm glad you enjoyed the game this much! ^^
And from the looks of it, the version you played is the old demo too! There have been some massive changes (including an actual story), and every complaint you have have since been fixed (though there's always room for imrpovement of course). The newest build is available on Patreon only for now ($1) and I'm planning to have a public build released in a few months. You can expect a bunch of new excellent tracks too ^^
Thank you again!
Owww, that's great! And based on waht i've seen so far - i don't think there is a reason to doubt that it'll turn out PERFECT.
But how few are "few months"? 2? 3? Or should we be waiting for it to release next yaer?
Thank you too, kind gentleman!
I'm aiming for it to be ready within 2024! I don't have a date, but that's the plan ^^
I'm not sure where to go to ask this but is there any way to skip the pyramid scene? I have no idea how to fight the monster there and it takes forever to get through the cutscene leading up to it. It's incredibly frustrating. If it doesn't exist in the game, I think the ability to skip incredibly long cutscenes like this would be great for repeat playthroughs since I really have no desire to go through that pyramid conversation again before trying the monster again. Aside from that I've been really enjoying the game so far and I love how polished the art is. The fact that I've been enjoying the game so much is what makes being stuck in the pyramid so painful for me, I don't want my playthrough to end there.
Sorry I wasn't able to answer this sooner, I just noticed you tried asking on Patreon yesterday!
I did actually just add a secret command to accelerate this specific sequence in the new build that came out today! Pressing Enter + Middle click (the same that is used to skip cutscenes) once you get control of Vuu will increase her speed. Saves are not transferrable from V10 to V11, but I think it might be worth restarting for this one if you stopped there.
I'm glad you're enjoying it, and sorry you got stuck at that scene! I actually want to expand on the festival scene before that which will teach you how to use charged shots (hold right click), which is how you can defeat the monster. Charged shot at the head, attack while it's weakened, and so on.
If you really can't beat it, there is also a debug mode you can use. Debug mode is explained here https://www.patreon.com/posts/92141393
Basically, you'd have to toggle it on (left shift + enter + F2), press F9 in exploration, scroll up until #17, then click the scarecrow to activate that cutscene and continue from right after the fight. I would recommend toggling debug mode off after the cutscene.
So yeah, sorry about that, it will be improved in a future build! And thank you! ^^
Thanks for the response! I can tell you've worked really hard on this game and I wouldn't be voicing my frustrations with it if I didn't think you had something great. I'll give the game another shot.
Great game, it was hard to learn at first how to play and the puzzles were some times annoying (like having a crystal that was hard to grab) but I got better at it!
Thank you!
Clearer explanations and a new hint system are actually what I've been working on this month! I'm sure these will make the game less overwhelming ^^
Quick suggestion: can we get an even bigger warning for the point of no return when finishing the first town's plot? There's stuff I need to go back and do there, but the game's making it sound like we only go back there in the endgame, or maybe never, plus if I had known the next save point was like half an hour away and the next town is about 3 hours of gameplay away, I would've farmed a few more things and finished crafting before leaving.
Will do!
I'll make it more clear ^^
hey can you redo the whole walkthrough? like post videos and add pictures to it? also when are you expected to release the whole game? its really good
Thank you! I don't have a date for the full game, but I'm planning to release a public demo sometime this year.
As for the walkthrough, it's not actually written by me, but by a friend! Some parts will sadly become outdated for some time as progress is being made on the game.
okay well i hope there is a great rate of success coming your way! I also hope you can complete this game sometime next year
Thank you very much!
I'm afraid it's going to take a few more years, but I'll never give up on it, you can count on that ^^
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Maybe I'm an idiot or maybe my game's bugged but I just cannot turn the gear on the star shooters. I grab it just fine but no matter how hard or soft I pull it doesn't move. What am I doing wrong?
Nvm, mouse wheel, I am an idiot
I'll try to explain that a bit more clearly in the next build!
Show post...
Maybe I'm an idiot or maybe my game's bugged but I just cannot turn the gear on the star shooters. I grab it just fine but no matter how hard or soft I pull it doesn't move. What am I doing wrong?
Will there be impreg?
There will not be impreg!
is that item thats alllow you to rank up a haracter really hard to find or obtain?? and were i can find a fire stone? ima tired loking for it
If you mean Fire gems, they are dropped by Imps!
I don't know which version of the game you're playing, but you can find a walkthrough here for the free itch.io version here: https://www.patreon.com/posts/walkthrough-by-33962675
There is also a new one for the patreon version here: https://www.patreon.com/posts/92141393
thank's for helping me :)