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Demnadro

63
Posts
11
Topics
57
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A member registered May 26, 2020

Recent community posts

I could say that it was a hardware issue a year ago, but I now even have a new PC that is way better and there's still not much change. I did try restarting it, but it was of no help.

I would try, if I could set it any lower (below 60) and that doesn't explain why would it be freezing in the main menu before I even start to play and before the game loads/generates any rnpcs from simply hovering over different options.

I wouldn't be bothered with it if it was just that, but it has bad performance from the very start. And fiddling with options by turning everything to the bare minimum doesn't solve the issue too, I tried that.

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Ragdoll seems to be bugged (just gets stuck in falling animation) and I seem to fall trough dungeons once I enter them. I could see the "on-demand" ragdoll feature getting cut out of the game later since there would be limited uses to it, but I may be wrong and maybe later it could be used as a way to play dead or, you know, it may stay just cause... It was/is fun in PB2

It's a WIP, hence it's just a feedback (on an obvious thing that you probably know about already)

P.S. It seems that I fall trough structures and dungeons because of being in a state of bugged ragdoll, the error said something about failing to apply impulse, once I tried to copy (Ctrl+C) the error text from the console it closed/crashed with the game. Would be neat if console from most recent session was automatically copy-pasted in at least some kind of log.txt file

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Ayoooo! Dungeons of Rhamdon are baaaack! It's a part 2.2! Wish you smooth development! (a lot of exclamation signs, Ik, but what can I do about it when it's such an occasion!(onemore)).

P.S. It seems I'm a bit late

P.P.S. Time to find another Increase Magic>Health To Mana>Heal>Repeat>Conjure Weapon exploit feature!

Good to know, errors are one thing, but does it perform better? Not in the sense of stability but in terms of does it lag/freeze less? Most of the time the problem isn't in something not working, but that it works too slowly or with a delay.

So far bugs and errors were appearing and getting solved, that's to be expected  since the thing is Work In Progress, but performance (from my experience) was consistently not good across most if not all versions.

All I want to say - "Man I wish this game would run smoother and I think, with some adjustments to code, it totally can, I mean come-on being a slide-show while I play - fine I can bear with it, I can blame my hardware for that, but freezing in a main menu before I started or loaded a save just because I hover over an option - it's a bit too much, there is totally some room to optimize something somewhere, is it trying to calculate every possibility before I even decide to press "New Game"? I'd rather wait a couple of seconds on a loading screen than see the game struggle and stagger" 

P.S.(a bit too much for "All I want to say", IK, but that's the kind of person I am)

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So, I was playing this game for a while, by that I mean I was launching new version of it for a couple of hours every few months or so and let me tell you there is progress in development indeed, but as for me the main issue stays the same and almost if not completely unchanged - performance. 

Is it cuz I was playing public un-paid release that may or may not have been downgraded for some mythical reason (like want to play instead of watching slideshow - pay), or faulty/unoptimized engine, last option for me may be cuz of some sort of python limitations? Really thou, at some point I even got a new computer and comparing to my old potatoePC there is not much change if any at all. It still freezes a little when I hover over options in main menu (new game/continue), that's without mentioning the slide-show that is gameplay.

If we exclude performance issue out of the picture, the game seem good. If, again, not for the performance, I would've considered paying for it

Agreed, I don't feel as much frustration from loosing as I do from just looking and waiting until this thing disappears and lets me play again

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So, a marathoner and a herbalist are unbeatable once herbalist gets around 10 attack, after that you can increase attack of marathoner once or more to not get stalemate defeat. You can sprinkle some bigshot on top for that sweet-sweet extra draw, just don't make him evasive, it may or may not break stuff after he gets mild again.

How to solve? Maybe add healing reduction or enemies which heal when your squad heals (maybe excluding healing from cards), but I'm not a game designer so adding "healing stealing" may or may-not make the players who use marathoner-herbalist combo unknowingly dig their own grave and be frustrated.

I'm waiting when I'll be able to store more than just 2 slaves in my house, thou it would require not only a new upgrade to the house, but also rework of slave management system in general to make it easier and faster to navigate, some kind of separate menu.

you can separate! Just drop it and pick it up with pliers!

2 ideas for ya:
1) Heating heated item makes it hot for longer (maybe until melting at some point)

2) If you put an item near anvil it "snaps/attaches" to it so you can combine more items in the craft (for setting gems in tools, or making combined recipes (1 ingot = pickaxe, 2 ingots = hammer (but hammer would have to be huge since more material is involved and be but behind back, not in the pocket or backpack)))

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Sooo... we can't forge hammers. At least we can reforge rusty hammer with a hammer from a chest in a loop.

And here I thought that letter was fireproof.

How much coal do I need to turn it into a bar, and then how long do I need to hammer it to turn it into a diamond?


Looks nice, thou that transition from cinematic to gameplay feels a little awkward.

I feel like I was lied to: when I finish a fight with cursed shield and the ring of courage I dont get 5 shield... the last thing that could make cursed shield a viable pick doesnt work

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Lets be simple and just say that you want body-part sizes implemented like in Lilith's Throne or Rim World mod by the name of RimJobWorld?

Last post was 2 months ago from the one you are currently reading and for quiet some time the dev was silent as if fallen trough the earth. Would just want to know what takes so long for the next update (last one was almost a year ago) and if we should even expect to have an update at this point?

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After beating the game once on easy difficulty I have beaten every mode on normal and after that every mode on hard (ever since then I'm hard difficulty only). The only thing that I haven't done yet is hard-pacifist-descent and only 'cause I got bored too fast and then accidently started a new run, but I didn't  had the right mood to repeat until -80 something lvl on pacifist again, so I just forgot about it for some time.

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From what I see the game becomes easier/more forgiving, I'm not really a fan of this, but that old and odd difficulty curve when the start is rather hard, but when mid/late-game happens it becomes a childs play is way worse, so I'll bear with it.

Maybe a harder mode or custom difficulties? I really like the challenge of remembering how far my weapon reaches and what crafts make what. I just assume that later even more things will be changed, so it probably would be easier to implement it faster.

P.S. Really people? Am I the only one who's still here and plays the game? The last not me or Ithiro made post was made 2 months ago, give the man some attention, he deserves it!

"This is an old, abandoned project, so don't expect it to be very polished, balanced, or stable. It will not be receiving any updates or development."

Yeah riiiiiight... "Updated 12 hours ago"

Looks like a big update! I'm still here with you and will definitely do secrets once again. I hope to soon see the character behind the tower with my own eyes.

By the way, if anyone would think of moding, would you have anything to say? An advice or some technical thing worth of noting?

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I was thinking about local co-op, but the issue is the same. You could use that sword enemy as a place-holder art for the player and maybe add for example a green circle below, on the floor to identify the player from enemy, later maybe add direction sprites (look from the side, look from the back).

P.S. Ascend-hard-pacifist done! Now in progress descend-hard-pacifist. (invisi-ring plus map-ring is a great combo for pacifist. Also not having powerful kicks trait helps to move enemies away from doors.)

You: *breaking crate by pushing it into enemy or enemy into crate or simply loudly opening a crate, or kicking enemy across half of the map*

Enemy: This is fiiiine...

You: *opens one squeaky door or not oiled properly gate*

Enemy: You dare challenge me mortal!?

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The only thing that could be considered a friend is what doesn't kill you on sight, slime eats everything if you ask it or not, trader... well he's a trader, he's all about profit (forget bag of 92 coins for 50 coins)... can't think of anyone/anything else. Now thinking about friends, is multiplayer planed? I mean the game is fun and my computer can actually run it, but friends make things a lot more interesting.

Off I go for 402% game completion! Pacifist-normal, pacifist-descend, pacifist-chaos. EDIT: !!WAIT!! but the bosses? Unless they don't count... EDIT, EDIT: Wait but do merchant kills count (merchant killing other creatures while you are loaded on the floor)? If they don't then trap-kills and creature killing creature doesn't count too?

(Btw, had a nasty bug: remember I said I cleared 101 floor? Well this character is gone, so the story was like this I was on 100+ floor, clearing my inventory off of resurrection rings the most fun way there is: by dying, and one nasty time I died, resurrected, and error report appeared. The game crashed and being not thoughtful person I'm, I forgot to Ctrl+C the report log. Ah, yes, almost the same second I resurrected I entered my inventory to replace broken ring and that split second that I had to examine my inventory before the crash I've seen some kind of lil' square (as an item) which I'm almost sure I have never had or seen before. The morale of this story is this: don't die even if you have a contract with whoever/whatever is the ruler of underworld in your faith, this nasty thing will find a way to lay it's hands on your poor soul.)

Me: *Reads features* "A gauntlet on floor 100? What's so special about it? Another equipment piece?"

Me: *After completing easy, normal and 101 floor in chaos-hard* "Looks like I misunderstood the meaning of this. *sigh*"

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I guess it's a bug:

In my menu (Character>Skills) I have 97 martial skill, but on bottom-right it displays 65-75 I'm loosing an amazon fight in the forest, thou according to character skill menu I shouldn't.

Also when I DID defeat amazon (after I made new muscule-brain character) in the next encounter she acts as if I was defeated by her.

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First of all, I'm not sure myself should this topic go in general-discussion or suggestions/bug-reports, but since I'll also suggest some things I think this should be posted here.

I played both prequel and sequel and for the some part of this feedback I'll be comparing some of the features of both. And last thing that I wanted to say before starting actual feedback, if I don't like something or wanted something in a different way it doesn't really mean someone else feels the same way, chances are these are just my thoughts and no one agrees with me.

First of all, travel and world map, in prequel it was pretty good, you had map, various unique locations, way to fast travel, thou it WAS annoying that to some places you had to just manually walk trough map. On the other hand sequels way of travel is as I think is too oversimplified, you click on location, you pick your group, you wait and you are there, boring, at this point why shouldn't we just play as some lazy-ass slave owner who won't even ever in his life move out of his bed and let slaves do every thing for him. Now to the part of suggestion: why not combine mechanics from prequel with new ones, in my mind it works like this: as long as location is safe (town/village/completed dungeon) and doesn't have dangerous locations on the road or you have teleportation stone to that place you can send your slaves without yourself, if location is safe, but to get there you have to go trough dangerous ones your slaves have risk of being attacked so you'll probably want to accompany them or send them with someone capable of fighting and ability to think on their own (peons), if location is dangerous you can't send just slaves, you HAVE TO send someone capable of thinking on their own (peons) or yourself and the only way to fast travel there is having a mark spell or guidance spell. And to the final part of traveling: you can always manually travel if you chose so, and you have a nice map to help you navigate, all the special locations (bandit camp/bandit fort/forest/cave/tomb/e.t.c.) are the sub-locations of map locations so for example: you buy bandit camp coordinates and you see that this specific camp is located in amber-road location.

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Also this new class system seems out of place, I mean why did you had to change it? Why can't I just learn the spell I want? Why do I have to go trough all of these classes? I mean if it would be just an attribute bonus, a special effect and/or class-specific ability the yeah, go ahead, being "True Succubus" probably would have better lust-based abilities/stats/bonuses than being simple succubus, but why do I have to be a knight to learn how to wind slash. I'm trying to say, some abilities should just be learnable, but some "special" abilities locked behind class.

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I don't really know what to think of new battle mechanic, I did like last one more because of variety of reasons, but I kind of want to give a new one a try. (will definitely write more on this subject later)

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I definitely like new crafting system more than what we had before, thou I expect some items will be unlocked only by finding a recipe or some items will be completely uncraftable.

One of the lacking things is fast travel of some sort, or a way to make bigger inventory.

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The game is good.I don't know what else there is to say.

My suggestions

1) (probably if I haven't suggested that it would eventually be done) character customization, maybe you do want to keep random stats, but I'd like to be able to edit at least appearance of my character, but in my case the more you can chose yourself the better.

2) If you tinker with it the game could have a lil' more horror aspect to it and I'm all for it(we already have humanoid abominations, small and annoying homunculi, goats that rather won't be sacrificed in demonic ritual but will sacrifice you instead, creepy shop keepers, hellish dungeon type and the main feature - the fog which hides all the horrors lurking in dark with only thing that makes you feel safer is a lantern which needs constant fuel and equipment which might break at any moment, really why stop here?)!

3)Unique named items? They would have unique properties, look and name (name  and properties could be rng). Maybe in addition to that add, books or something that could tell lore so that these items could be mentioned in there.

4)Enchantment upgrade + spell = predefined enchantment. Example {Enchantment upgrade + heal = heal enchantment / heal enchantment + shield = shield which restores some hp on successful parry} also enchantments should have predefined power so that it would scale from intelligence only during creation, but after it is put on equipment it should have independent power.

Exploit of the comment:
You learn buff spell which increases your intelligence, any other spell and from 1 to maybe 3 potions which restore your mana. You see where I'm going? For example {buff + mana potions + summon weapon = op weapon which kills everything 1 hit and has no weight}

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Ok, good to know.

(By the way, help this guy please: https://itch.io/t/812386/constant-errors)

Thanks, good to know.

Better not listen to me cause I'm not sure, but I think I saw it before and the problem is cause the file is read only, there was another person with similar error, and he got his answer in this topic: https://itch.io/t/808946/problems-with-data

(But maybe better not listen to me and wait for more competent person to answer)

Do we have some interactions with Vera after we made her queen?

There is one in a sink in the kitchen at the map with toys

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(Sudden realization) Wait there already is 4th wall breaking content in some sort, I just haven't noticed it! Of course I mean Funeral and Shika, the fact what they are being reset but still knows what happened before.

I'm just asking where currently ends storyline with thief guild, does it ends with Jenny getting framed? Maybe there are some side events what I don't know about?

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I'm not sure, but I have this question too, but what it looks like it's an rpg maker from this site: https://www.rpgmakerweb.com

(link just sends you on their home page where you can find more info, but I said I'm not sure if this is it)

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I do get it and understand your idea, but still  it could have been made as an ester-egg behind a fake wall with character witch says some kind of nonsence like "I heard what the gods (developer) wanted to add something but forgot about it and abounded the idea" or it could be some kind of unique character which partly remembers last saves, in any case I rarely expect that my idea will be accepted and this was exactly that idea which I don't expect to be accepted.

(There was a little chatter in discord about it but it was very small conversation)(I do know idea very new but still I thought it was worth mentioning)