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Certain events seem to pause the game for fractions of second at a time. The most prominent illustration of this is when you free a warrior(barbarian?) and he hacks up some monsters. Every time he kills a monster, the game pauses a little bit and then continues.
I've had it two times, that the game screen got misaligned, probably through screen shakes. What happens is that suddenly to one side of the game screen there is a small gap between the outermost blocks and the border of the game screen, while to the other side part of the outermost blocks disappears into the border. This leads to the problem that, on the side that disappears into the border, my character can't pass through one block wide gaps anymore, because they are too small to fit through, which in the worst case means that I can't progress through the level anymore (except if I have a skill that allows me to break blocks so that I can create my own path).

Using a teleporter back to the top doesn't correct the problem, but going to the next level realigns the screen.
Post edited May 28, 2014 by Falkenherz
Hey, love the game so far, but am I missing something? I've gotten to Level 11 four times, and all four times there has been no final boss spawning - I just get an empty room and am unable to do anything. Pressing down at the red gem does nothing either.

That aside, this is seriously addictive stuff, and I'm enjoying it far more than Spelunky or Rogue Legacy.
Hey stu_g: check out the stickied post in this forum, there's an update that resolves this issue. Just download the latest version of the game and the problem will be fixed. Sorry for the trouble, and I'm glad you enjoyed the game!

As for everyone else who've posted bug reports, rest assured that I read and note them all, and will fix as many as possible in future updates for the game.
Twice, while using Windows 8 and the keyboard, I have crashed the game by striking the red crystal (Lvl 11) while waiting for the boss to respawn.
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nerdook: Hey stu_g: check out the stickied post in this forum, there's an update that resolves this issue. Just download the latest version of the game and the problem will be fixed. Sorry for the trouble, and I'm glad you enjoyed the game!

As for everyone else who've posted bug reports, rest assured that I read and note them all, and will fix as many as possible in future updates for the game.
Thanks so much Nerdook, a little while after I posted I realised there had been an update on GoG, but I haven't had a chance to check it out.

Thanks for the update and keep up the great work!
Not really a bug report, but a balance question. Why did you decide to make the agile trait give double jump? It's one of the few things in the game that seem unbalanced to me. Much of the point of the game is that it's a 'drop'. You have to figure out what you can do within the limits of what's reachable, before the inevitable downward motion. This makes things that negate gravity like the mega jump, flying and teleportation cubes very special. But the thing about all of these anti-gravity mechanics is that they're limited resources, whereas passive double jump is unlimited. Once I unlocked the agility trait, the game lost its sense of danger due to the 'drop'. I could now climb up almost whenever I wanted to, and I no longer needed to think about how I would collect the resources I could reach, since I could now easily reach them all. Since it was my second passive trait unlocked after necromancer, a good strategy for me is to avoid buying any other passive trait so I can always have agile heroes.

It seems to me that this trait is OP given the parameters of the game -- especially compared to other traits. Agility should enhance movement speed and maybe make your jumps slightly higher -- no more than that (IMO).
I used Confusion on the monk boss in level 10. It was really fun to watch these monks fight each other, however, when only one confused monk was left and I killed him, he didn't drop any gems nor would the locked tile to the level exit open.
Post edited May 29, 2014 by Falkenherz
@Bluddy: I think that's a valid concern, but at the moment I have no plans to amend Agile. Changing it to "jump higher than usual" is a good idea, but I'm still undecided on whether or not double jumping is a HUGE advantage, considering you are giving up one passive slot for it, and there are certain tile configurations where it doesn't actually let you get back up as far as you'd like. Regardless, I'll look into it some more!

@Falkenherz: I would never have thought about using Confusion on the splitting monks. Hah. As to why the door did not open, let me check on that and work a fix into a future build!
Thanks for considering it. I don't know what other passives are in the game - I've only discovered necromancer and agile so far - but I know that I'd gladly give up necromancer for agility the way it is now. I admit that sometimes you can't double jump your way up, but those times are very rare from my experience. In general, with an Agile character I don't have to worry at all about not being able to get to a certain region of the map or not reaching a certain powerup, which completely takes that element of the game out of consideration. In fact, test it out: take a character with Agile, and see if there's any level you can't climb all the way up from the very bottom. I've only reached level 7 so far, but I've found that the only levels I couldn't climb all the way up were the ones that had significant chunks destroyed by fireballs of some kind. Also, given how you can use your jump even long after falling (which is a fine design decision), I've found that I can almost always cross the entire screen side-to-side with double jump.

EDIT: I just obtained the keymaster trait, and it's another example of a trait that can't possibly compete with Agile as it is. In fact, I'm pretty sure I won't get any more passive traits so as not to dilute the trait pool, unless I see something really really good.

While we're on the subject of balance, I've noticed that I tend to completely ignore some of the shrines. I always activate gem or key shrines if they're available, and I'll use lightning and fire shrines if there are enemies around, but I find that I tend to ignore invisibility shrines completely except sometimes (rarely) for pacifist runs, and health/blood shrines were either too expensive when I just started out and had no money, or give me too few stats to care about at this point when I'm much stronger & wealthier. As a side point, health and blood shrines have ambiguous wording saying that they only boost you 'in this run'. Does that equate to 'in this level'? Because that's how I've been interpreting it. In any case, perhaps they should give you a certain percentage of your current HP/attack, because a point here and there makes little difference when you're big and strong.

Oh, and why is there an auto-attack option? That's like auto-aim in a shooter. At the very least, it should start in the off position (IMO).

EDIT: I'm going to add one more point. I think there's a general problem with the unlock system that I realized from my decision to avoid unlocking any other traits. Since some powers are far more powerful than others (e.g. lightning), it's really worthwhile to avoid unlocking anything except the most powerful powers. You'll then constantly have characters that are extremely powerful. The downside is that you (the player) are killing variety and you don't get to try out new and interesting tactics with powers that might be weaker but nevertheless interesting. For example, I would never have unlocked swap had I been able to help it. I suggest that you arrange powers in tiers, so that less desirable powers will automatically unlock after more desirable powers have been unlocked. Also, powerful powers could be much more expensive. I'm not sure this is the best solution, but something should be done to force unlocking of weaker powers.

EDIT of EDIT: On second thought, it's not really a big deal in general. I noticed now that you get 9 swaps as opposed to fewer numbers of other powers. I think the main issue here is just that some powers (like lightning or fireball) are quite OP, while other powers are underpowered, such as swap, clones, raise dead or even call hero. Perhaps call hero should never call a thief, since that is pretty useless in terms of helping you out.

As I've noted elsewhere, I've been thoroughly enjoying the game, and I appreciate the balance & work that's gone into it. Thanks so much for this great experience.
Post edited May 29, 2014 by Bluddy
@Bluddy: Thanks for the great feedback. I do realise there are tradeoffs to the design decisions I made, but they are generally made using the best information I had in a way that I hope will bring maximum enjoyment to players.

I didn't really want to arrange powers or abilities into tiers, or a linear unlock system, because I really want to give players choice. The "best" skill combinations actually vary from player to player, and Swap may seem useless to you, but for a pacifist runner, it's actually one of the best skills.

Also, unlocking more traits and abilities will eventually lead to unlocking of new weapons (see the achievement progress in the temple), so eventually it will be worthwhile to dilute the starting rolling pool in order to widen your variety of choices and try new things! Your method of sticking to only skills that suit your playstyle is perfectly valid too, and will make that first run more efficient: that's your choice!
OK, that's a fair point. Swap might be valuable to some (though I'm able to play pacifist runs just fine without using powers -- there's very little barrier to doing so), and you did create an incentive to unlock more abilities with weapon achievements, which is something I forgot about. I still think lightning and fireball should be toned down, perhaps decreasing their charges to 2 or 3. And I definitely believe Agile is OP and should be changed. I hope you'll still consider that change (Agile), if nothing else. I miss actually thinking about how to efficiently go through a level, and the sense of loss that occurs when I realize I can no longer get up to where I left some good stuff behind. Agile really takes that away from the game.

Here's another idea that has to do with my observation about passive traits: initially, I had no traits unlocked, and every hero had None and None as traits, and I got used to that. Eventually I unlocked Necromancer, and now every hero had Necromancy and None, making necromancy ordinary. Once I got Agile unlocked, every hero had Agile and Necromancy. This again became the new normal, rather than being extraordinary traits, and it lasted a long while. Here's the ida: What if you only have one passive trait slot until you unlock X traits (4-5)? At that point, you would get 2 trait slots. You could even allow for 0 traits with that one slot, so None could remain an option that would roll.

Here's how it would play out according to this idea: initially, you only have None. Once you unlock the first trait, there's only a small chance of rolling that trait, so most heroes would still have None, but some would have trait 1. Once you unlock trait 2, most heroes would still have None, but some would have trait 1 and some trait 2. On it goes, until you unlock trait 5. At this point, you still roll traits independently, including None. So you may sometimes still get a hero with 2 Nones, but on average, most heroes will have 1 trait, and a few heroes will have 2 traits, etc.
That's how it currently works actually, as far as I can remember. :P There's two "Nones" to shuffle, and whatever passives you've unlocked thrown in, until you have four or more passives, at which point there will only be one "None" shuffled into the mix, and eventually that will be removed as well at 10 unlocks or so, I think. I'll need to recheck the code to verify that though, but I don't think I've changed that bit.
Post edited May 29, 2014 by nerdook
Hmm... that's definitely not what I'm seeing. When I got necromancy, every single hero had Necromancy + None. And once I got Agile, every single hero had Agile + Necromancy -- no None ever appeared. Now that I have Keymaster as well, every single hero has 2 out of those 3 ie. there's never any None. Re-rolling doesn't change this.
Right, I'll look into that and add it to the to-do list.