When using the itch.io app from Windows 10 the only thing found to install is the "Documentation" file... nothing else... any chance this could be fixed? (Looks like a fun game! :)
Jellyfish
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I just sold a strawberry to Marty and she said she'd give me sixty coins... now I have ninty more coins... erm? I think a bunny has gotten in there to do your maths again...
Edit: It happened again when I sold a strawberry to Marty... it appears that I am getting extra money because I am completing goals but the reward for the goal is a bunch of strawberries, not money... and only on full completion of the overall goal, no?? - Second edit: Confirmed, the extra money only turns up when you are completing a goal stage at the same time... no mention of this extra money is made so it is very confusing and would be useful to know for planning.
Also, just realised how badly my first game went since this time I wasn't required to have more than four animal pens whereas the first time I was required to have three minimum for one quest and I'd guess at least three or four more for the other unless I got sheep - which I never did...
Edit the third: My latest game was impossible - I completed everything and had almost a thousand money but the power of the RNG decided I was not to get wasabi and so the wasabi/rice quest I got was literally impossible to complete... no amount of time, money or anything else could fix the stupidity of the goals and the RNG not matching... I should say that a REAL farmer (an experienced one) would only ever need one of something to create an infinite number (given enough time and/or space). Even if you had to use the old crop to produce a new one (which isn't how that works) that would at least only require the RNG to give you one of an item to then let you stand a chance of completing the goals...
I have to say I'm confused as h e double hockey sticks that the fish are raised on land (in a pen that there is no way that you will get enough of to finish quests so they are an instant discard too). Frankly spoiling food would raise this to a compete bait and switch for people of African descent generally - deal with the difficulty level ma dudes...
The bad cards thing is real... I went the entire time getting only one pen card so no win for me... (no sheep either and had a gotten a pen the second bee - I only got two - I discarded early on to get more cards would have been absolutely necessary). The rice and wasabi were no problem, ditto stacks of money... I just couldn't get the pens for all the animals required to be penned.
(Also I'm pretty sure the game ended after three years, not four... will try again to confirm that one...)
You can download a working version from itch.io by installing the itch.io app which allows you to download working standalone versions of web apps (at least in theory - Unity can cause problems with its default settings! :( - however I can confirm it works for "The Roottrees are dead" as that is how I played it :)
Playing version 0.1.2 on Windows I ran into a weird counting bug when my food hit 500 because I was gaining food (from beehives) but when I hit 500 it decided I was in debt for 15 (or so) food each turn and I had to build even more beehives to get back out of debt! (It might have been the Slaughter card that caused me to go over 500... don't exactly remember).
Thank you for the reply - I have to admit that the idea for this game very much intrigued me which is why I tried for so long to experience what I could of it... it seems though that it was not to be... the next mission on the tutorial (I did manage to work out how to abort the food quest) seemed to involve meeting another animal which I just couldn't do... the insects, jellyfish etc. didn't seem to work for me, maybe it was the "F" thing that wasn't working, nothing seemed to work but I know I had some problems with proximity and having the action prompts show-up. I also tried the calls with right and left clicking the mouse but that didn't seem to make any difference...
I look forward to seeing the improvements over time, I'll just have to be a little more patient! :)
I'm going to write my bug report here so no-one else is soft-locked by the tutorial and also so prospective players understand the grind in just trying to try out the features of this. game:
- No explanation of the evolution mechanics because the tutorial starts once you have chosen your animal and therefore after you have designed your animal... hmmm...
- The tutorial only deigned to tell me about what it thought I should know about instead of reacting to my starting position and what I had around me.
- I was soft-locked by the tutorial because it wanted me to identify something edible... I happened to have made my animal an insectivore as well as a scavenger but seaweed (once I found one that was I was actually able to identify rather than a small once that claimed to be identifiable but wouldn't give me the "E" prompt) didn't count... neither did a beetle or a sea urchin... or a scallop or a jellyfish or two types of mushroom... did I accidentally break everything because I identified a fruit before the tutorial was ready and soft-lock myself... looks like (though the tutorial was not precise enough to tell me).
- Lots of seaweeds that are too small still give the "?" to be identified but can't be... only larger ones can be and you can't interact with smaller ones at all once you've identified a larger one.
- Bullrushes can't be identified or interacted with.
- Grass can't be eaten by my herbivore
- In the most of an ingame year I played the game for I was not able to find any other creature to interact with at all.
- I searched the ocean, a fen (only bullrushes poking above the sea), a marsh (some small islands showing above the water amoungst the bullrushes), woods, hills, endless beaches and some "rivers"... I found two types of mushroom, stones, built a nest, found beetles, bees, jellyfish, sea urchins, scallops, mud (medicine), tree/plant (medicine), caves and trees to hide in claimed a beetle poisoned myself and called endless for other animals... nothing.
- Bushes to eat and bushes to hide in are different - don't hope to eat hiding places, it doesn't work... don't try to do anything with holes in trees - once identified they aren't interactable (at least for a non-tree-climber).
- Hiding places seem to let you ignore heat and cold but this is not indicated outside of a lack of damage taken when using them when sleeping... though maybe damage is turned off when sleeping? Also not explained.
- No indictor to show I had learned my lesson from eating a red mushroom that poisoned me - still marked as a food.
- I haven't even mentioned that all this took an hour to do due to the lethargic speed of my, mostly default, animal.
This is such a bad advert for the full version I really wouldn't have called it a demo... that is really shooting yourself in the foot.
A very neat and original idea for what has to be said is a largely one trick pony genre. Well implemented with a great tutorial and progression ramp. The UI, sound design and graphics are all on point. The story (how much did you really expect of a clicker?) was good for the genre and every element of the story, UI, graphics and sound tied everything together to support each other and the core mechanics and the whole is most definitely better than the sum of its parts! :D
Overall a very enjoyable game that did not overstay its welcome (unlike this genre in general) and even felt like it had some replayability for optimisation... I don't know how you'd balance extending this game so I'll settle for requesting more games! Thank you for all your hard work and effort! :) <3
I can accept the choice of not being able to remove skill cards... though there is a lot of reading and evaluating to do before you even know the game to get anywhere near a chance of completing the quests while still having a reasonable deck and not having to depend on pure chance however somethings that need work and are clear design mistakes (from my perspective of installing this from the itch app and launching it on my own machine):
- the Life / Food / Gems bar is very small on the default sized window that comes up when you run the game and still small on such a large screen - so many times I've made a mistake because I misread the text.
- I didn't realise until far too late that the three by three layout is necessary to understand the "adjacent" cards because the window opened with the cards in a single line but then often didn't affect adjacent cards1!?!
- the term "in game" being used (grammatically incorrectly and) to refer to just the cards infront of you completely threw me as I would have expected it to have the same or a more encompassing meaning than "deck" but no... I would suggest switching the term "in game" with "in this hand" or "dealt" or "on the table" or "this deal" or, at the very least, "in this game". I would not be so harsh if the word "game" was not so obviously a very broad term in English.
I understand this was one of your first, if not your first, game but that doesn't give you an excuse not to upgrade or fix it; and the reason for the less than stellar comment is because you are succeeding despite yourself - you are creating good games which have small problems that you are not fixing which stops them from being great games; the graphics, UI, audio, concepts, everything are great but it is let down by small problems that then go unfixed despite being reported (and, yes, I am having to comment on other games here because I don't know how to comment across the board on all the games of yours I have tried because this is definitely a recurring theme... they are like AAA games that the dev didn't bother to fix!
Your long term reputation will suffer even with your successes and so if you ever have more middling games you will suffer all the more for it. It's a shame, you could be so good...
Can confirm about apples and the Cursed Shield + Ring of Courage thing (which I assume should work or else the Cursed Shield is straight up impossible). Hmmm... not sure about the Dragon Wings, was this fixed? and the Lizardman is hard indeed, really prone to bad runs... also I get so much gold with him despite it now being useless but very few shields, even with a couple of rusty shields it doesn't help :(
I have to admit I didn't know about the Advanced Export feature but now I do I shall be using it to the full - definitely useful! :) - might I ask for it to be made available for the elevations as well? (at least there are always four of those!) That is something I've been doing myself as it gives a more player-centric idea of what is being looked at (once it's given a walk-around... otherwise the front elevation is enough). It also seems to give a better grasp on what to expect of the plans once inside :)
I'm glad that everything is already in the process of being dealt with, I didn't want to be causing any "out of left field" moments! If I come across anything else glaring I'll mention it but it's been pretty sparse pickings since then, I guess you've improved your sense of direction since the very start! To be expected I guess and I hope you are given the time to smooth things out and maybe even become a little more ambitious over time :)
Edit: Just had a hard crash, seemed to start again fine and it had saved on the screen before the screen it crashed on; I was going to sleep for two nights before confronting Lillian about her potential blackmailer after speaking with Grace, after speaking with Grace I clicked the map icon and then the bed icon in the top right and a small window came up (with Victoria's face in it?) and then the game entirely closed... I don't know what happened that I might otherwise have done (Windows 10 laptop and I'm playing the game via an itch.io app install and launching it from the app). Repeating the above actions from the save point did not repeat the problem!? (Maybe a stack issue? Inconsistent variables that got cleaned out with the restart? - This Lillian quest is the only quest I was doing at the time with no other quest lines open (as far as I know).)
The error log contains these messages:
(Address: 00007FFC6E6F3A7E)
0x00007FFC6E6F3A7E (UnityPlayer) (function-name not available)
0x00007FFC6E6F3C8B (UnityPlayer) UnityMain
ERROR: SymGetSymFromAddr64, GetLastError: ''
(Address: 00007FF7C24611F2)
0x00007FF7C24611F2 (Magic Academy) (function-name not available)
0x00007FFCB7E47374 (KERNEL32) BaseThreadInitThunk
0x00007FFCB98BCC91 (ntdll) RtlUserThreadStart
So it looks like a null somewhere :/
Very good from what I have seen so far but I wanted to note a few difficulties here before I forget them later! (I am playing 0.3.2 I believe).
Evenings are nigh on useless in the early game and I lost a few days curtesy of Victoria skipping waking me up and then cutting to the next day due to a quest item having been finished which was a bit odd and potentially frustrating if there is a day count being kept (I haven't seen one though so maybe it doesn't matter? - many of these types of games have a day cycle which matters and many don't so I never know which to expect! :)
Collecting things through the portal takes no time at all but using the resource mini-games does making them harder too use than just repeating the easy starter quest... bit odd.
The difficulty scaling so far on the portal quests means that I'm all done upgrading the fire branch (which seemed necessary for the ice quest) as well as halfway done with the physical attributes upgrades and some of the magical spells upgrades by grinding the starter quest and then doing the ice quest once... I don't know if it is intentional but to start with there was a difficulty curve but then it just fell away as I soared above all like a phoenix (cf fire magic! - plus the magical armour!!)
Some of the (English) dialogue is in need of corrections and Tom, in particular, needs some tone corrections (I was friendly to him) unless he is meant to be split personality, bipolar or have some other reason for changing emotional tone wildly within the same conversation! I understand he isn't supposed to like us but the tone of the English comes across quite strangely! (If I have time I should go back through and pick out the minor mistakes but Tom looks more like rewrite territory - though maybe it is due to my "friendly" choice?) I might also try it out again in a different language.
Oh, mustn't forget, the English descriptions of the first two Victoria pictures doesn't match them! (Probably just due to updates)
I'll note that I've had a crash also but as the game is unloading... maybe it is an itch.io app problem as I install the game using that - bug report sent but I don't know who it goes to!
Overall this is an amazing game - the things above re more QoL than anything and some likely due to the still progressing nature of the game! (But I though it might be useful to have a beginners view of the game in case it highlighted things that old eyes had missed...)
Edit: I forgot the thing that prompted me to remember to make a comment in the first place! It would be helpful if the magic upgrades to damage, duration etc. were reflected in the descriptions of the spells in the same way that the weight of the spells was updated! For me I now can't tell which offensive spell is best except by trial and error on tough enemies (ones I don't want to experiment with) because they all have completely the wrong numbers! :)
2nd Edit: I found it strange that I could convince Audrey to become a model for Olivia by suggesting the practical aspects of clothing but I was not allowed to do the same with Louise!?! Maybe an option for the future?
Installed this game with the itch app and got the following error:
Unable to parse Build/LudumDare50.framework.js.gz! This can happen if build compression was enabled but web server hosting the content was misconfigured to not serve the file with HTTP Response Header "Content-Encoding: gzip" present. Check browser Console and Devtools Network tab to debug.
Had this a few times with games that were tested on the web but not with the itch app... something to do with the compile stage maybe? (Never tried to build a Unity? app)
I installed this game via the itch.io app and got the following message:
"Unable to parse Build/build.framework.js.gz! This can happen if build compression was enabled but web server hosting the content was misconfigured to not serve the file with HTTP Response Header "Content-Encoding: gzip" present. Check browser Console and Devtools Network tab to debug."
I guess this is a bug in the setup from Unity? when exporting the finished product (it happened with a few games I've tried, something to do with building it both for the itch website and for installing...
Having installed this on the itch app I get the following error as soon as the window pops up:
Error
The following features required to run Godot projects on the Web are missing:
Cross Origin Isolation - Check web server configuration (send correct headers)
SharedArrayBuffer - Check web server configuration (send correct headers)
And I have to close the programme...
I am guessing I face a bug given that none of the images I have seen of this game feature the same but the skybox kept duplicate images of it's edges and of the LiDAR detections and then spammed them across each other as I moved slowly moving them down the screen to take up everything but the floor and the only way to stop this was to sweep my focus down to clear it and then look up again at which point the skybox would restart messing up what I could see... given this is also a LiDAR game that made this game near unplayable and I just could get past the mountain cabin thing the forest part... too much skybox.