Did you unzip the file first?
rickgriffin
Creator of
Recent community posts
Evidence I need to actually learn Unity myself. I told people at least twice, RAISE HIT POINTS! RAISE HIT POINTS! Hit points did not get raised. Whoops! (I don't blame Miller, programming took up all his time and he'd been up like 24 hours at that point. I mean I should learn Unity so I can take responsibility myself)
Thank you! Sorry about the softlock, I don't think it came up in other playtesting. And yes, making the dice more chaotic is one of the things we're hoping to do in the post-jam edition--we want you to be able to throw a dice into another dice to change its result, but not like, sit it down on the number you wanted
Imma be honest: we made the dice rolling janky on purpose because we thought it was funny. (Okay, it was supposed to be a LITTLE more elegant than it turned out, but there's only so much you can refine in 48 hours when you're determined to shove as much into a single game as you possibly can)
Since we didn't have a lot of time to tutorialize everything, we were trying to make it into a kind of sandbox where you discover mechanics. For instance: it is possible to throw a die at the enemy to hurt them. (You kinda have to REALLY heave it). It's not mentioned in the tutorial screen I don't think.
Currently using v2.0. Some UI issues/requests:
1) some indication which layer each image is on, currently they're just stacked, which is much more helpful than it used to be, but I still have to do some trial and error to arrange the sprites correctly. (also would be nice if there were a few more layers--currently 5 is working fine but the image order may not always play nice)
2) the add image button is named "create layer" -- this is ambiguous, since a layer is a different thing in this program. Should be called "add image" or "add sprite"
3) For the emotes, I have to recreate mouth movements every time I want a different idle mouth. Being able to duplicate a sprite would be helpful.
4) being able to name the emote layers would be nice. I need to make a physical cheat sheet so I can actually remember them while making them.
EDIT 5) I think "emote on/off" indicator is backwards, it says "emote on" when I turn it off on a layer
EDIT 2: 6) Another feature request for a bit of aesthetics: an FPS limiter on the image? It looks like it's doing 60 FPS sometimes and that's great but allowing to adjust down to 24 FPS or 16 FPS MIGHT help it look less inconsistently rapid
Also... your program really needs to ask to save on close
Also also... I was asked if there was an easy way to flip the image just in case facing needs to be changed. Though I would like some simple way to swap characters on the fly (without refocusing window) in order to change moods.
Also also... asynchronous blink timer. I have some other elements set to blink for subtler movement right now, but they all move at the same time as the eyes.
Got this error when attempting to load this game
"
___________________________________________
############################################################################################
ERROR in
action number 1
of Alarm Event for alarm 1
for object oUIControl:
Data structure with index does not exist.
at gml_Object_oUIControl_Alarm_1
############################################################################################
gml_Object_oUIControl_Alarm_1 (line -1)"
[Team secondary artist/level designer] The intent for the rogue is to have them attack behind you. That definitely would have helped if we'd managed to get in range indicators! There's a lot of other ideas we've had for this--for instance, powering up character attacks could add in all sorts of options for gauntlet-y style arenas. Thanks for the comment!
Oh, yeah! I participated in a game this jam - https://itch.io/jam/gmtk-2021/rate/1085654
Always weird when someone notices me but thanks a bunch!
[Team secondary artist/level designer] Thanks a bunch! Yeah there's a crash bug in there somewhere (Somehow, I managed to avoid it altogether when I tested it, despite not even building it on my computer?). We were intending to have a few more tutorials and more visuals to indicate where/how characters attack, but this game was pretty complicated to build as it was to get in under 48 hours