Thank you!! You’ve been a big help to me in building this game prototype I’m working on.
I’ve bought almost everything you do. 😊
Hello,
While setting up auto-tiling with the onsen tileset, if Im not mistaken, the seems to be two 3 cornered tiles that have the outside pattern in the top left, top right, and bottom left corners.
Meanwhile there's none for the type of tile that would have the outer pattern in the top left, top rot, and bottom right corners.
I'm not sure if Im missing something here, but I redownloaded this just to make sure.
Thanks,
Seven
Can you confirm for me that you've downloaded the last version from here?
We can't seem to replicate the crash.
When it crashes, do you get the playdate crash screen that asks for a reboot by pressing one button, but to see information by pressing the other button?
If you can take a picture of the screen that you get when you dont reboot the playdate, the error code might be able to help me fix this.
You can also e-mail your save data to kingofshibuya@icloud.com and we can try to take a look to see if someone went wrong thats left in there.
We appreciate your support and letting us know about this, and apologize for the bugs stopping your playthrough!! ^_^
thanks for the feedback! Honestly we don’t get enough of it, and since this project was just done by one person, there’s a lot one person can miss that others will find right away, so I appreciate it. I’ll see if I can get fix uploaded within the next day. Catalog might take longer since panic needs to approve it, but they’ve been quick so far.
You said there are two regions where you got stuck in a loop. I see the photo of one and will look into it. Do you remember where the other region was?
As far as keys go, that was a deliberate change I made since Pulp can easily save which items you have, but not who dropped them, meaning that one could farm unlimited keys, taking their value away, and making it too easy. That last segment of the game is supposed to be a lot harder, though there are hidden checkpoints you can make it to, and hidden items to make combat easier.
As far as combat itself goes, I also deliberately added a lot of recovery frames after making and attack that way players couldn’t just mash attack and destroy the AI. Pulp has severe limitations for real time/actions gameplay, one of which is that enemies and the player can only move in 4 directions (holding diagonal just inputs 2 really fast). Because of this I tried to make it where the player needs to make ever hit counts, like in Demons Souls or a fighting game, and also made it where the enemy will sometimes try to fake you out and dodge back the other direction.
Enemies will move every few frames, but until then they sit still. Most of them only attack if they detect the player is in the spot they’re trying to move to.
It’s difficult, but it won’t take long to return to your location if you die, and if you find the hidden items you can heal mid battle, move faster, and fire projectile attacks.
I’ll take a second look at the difficulty though, just in case. Your concerns are heard for sure, but I just thought I’d let you know where I was coming from.
Once again thanks for playing and even more so for providing great feedback. This will help make the game better for everyone, for sure!!
Thank you!!
Thanks for the feedback!
We have some stuff in the works for more dice weights, types of dice, enemies, and even levels, but in order to get it to be functioning better in under 48 hours, we cut the scope temporarily to what we have currently.
Hopefully once they let us edit the submission we can get that implemented.
Thank again!