I started it four times, and I encountered the rogues only once. I find the room every time, but they are not there. I don't know what I did differently the first time. Can you help?
There are two ways to the surface from the first traboule. One is from the first level down, one is further west passing through a few maze levels. The outlaws should be in that second one. If not, then there is a bug and I will look into it! If you enable from the settings screen cheats, you can get back there quite fasts by teleport (from right click).
I found both, and from the 4 play only once were they in the second place. Exact location: Down-down-west-up-up. There were only regular monsters. Now I will try to delete all game data and restart, and see if it works. I downloaded the game from F-Droid. I can help provide any debug data that you may need.
Excellent! Do you know both version numbers? The one that didn’t have the outlaws and the one that did? I will see if something was wrong in the past and make sure it does not happen again.
Thanks! Also, I think I beat it-- I got the coded notebook from the bookseller, and the quest no longer progresses so I assume that's as far as it goes so far. Some thoughts:
I quite like the setting details and the way the writing supports that. The intro pieces to each mission are especially good in this sense. The art provided with inspection on monsters is also excellent, on the whole, and helps support this aspect of the game as well. It's weird, though, that the sultant tiger is colored-- the black-and-white sketch style used for every other creature (that has an image so far) created a gestalt sense of place that the color in the image, though not the line art itself, seems to clash with, at least to me.
The game would benefit from some more social interactions. For example, the mechanic by which the accountant in mission two surrenders at low health could be generalized to all humanoid (@ and P) enemies, although perhaps their passage-blocking could be an issue. Maybe this isn't actually needed.
If it's possible to throw items (dynamite, knives), I sure don't know how. The items seem to imply they can be thrown, though (knives have a 'range' property, and dynamite blows up in your face after 4 turns. I suppose you can at least drop lit dynamite, though)
It's cool that the tunnels are, afaik, infinite, but they are reasonably simple to navigate by sticking to the map-move options rather than stairs. The option to just wander off and fight increasingly difficult enemies helps make the protagonists tasks seem unimportant and minuscule in the face of the larger world, which is probably a good thing.
The alcoholic will take one absinthe off you eventually, but cannot be traded further absinthe nor booze.
It's hard to know what weapons do and if one or the other is better. For example, I believe you can dual-wield knives (because a x2 showed up when I had a second one in the bottom right of the screen), but I have no idea how that works or how good it is compared to a sword. The item descriptions just say 'weak', 'light', 'strong', 'solid', 'good', etc. It's also weird that, if I am correct, solid is better than good.
One time I went up stairs to a new level and got pushed off the staircase by monsters spawning, so that I started surrounded by two locusts a centipede and a tiger. Luckily a locust was on the staircase and I was at full (60) hp, so I killed it, moved, and went down to rest back up, but that was still nuts.
Hoping the knife-throwing clown buying corp secrets on the black market is secretly an anarchist or anti-monarchist or something. We shall see.
When you go to deal with the accountant, there is a lady who wishes she had an umbrella. It would be nice to be able to give her your umbrella, should you have one (you can pick one up from the broom closet at the beginning).
Something to do with all the excess stuff in the inventory (like selling it, or donating it to charity) would be nice.
How does one use amulets, anyhow?
Can I use Latin against the Ghosts? Silver or water against Vampires?
Also I am assuming "Typical hp -1" means its invincible, but maybe I am wrong?
Wow! Good job with your explorations. Vampires and ghosts are killable and will get you further along your quest(s). Chatting with people in town might hint at how it’s done. They should both have a typical health that is positive. You might have found a bug if it’s not the case. Please share a screenshot and I will do my best to fix it.
Amulets are active as long as you have them in your inventory.
Perception is not fixed. If you find a way to improve it, you might have an easier time interpreting your inventory stats.
There are two monsters with colour illustrations. Those were done before we settled on the more old-timey line-art/wood-cut style. The two will probably be redone in that style at some point.
Knives are not throwable, but daggers are. How to do that should be fairly obvious when you have a target in range. Long-tap/right-click might help. The dynamite is not throwable yet, but it will be in the future.
Not posting any spoilers here, send me a private message if you need further hinting.
I’m taking notes of your other suggestions for future improvements of the game. Thank you!
wow, thanks! Its the horror monsters that are negative typical health. They start with a 'p' and are held in the world by magic (and summoned, like the Vampire I found, by means of pressure plate in the bookseller's room). Look forward to any updates!
Oh yeah, that’s poor UI choice. They are definitely killable, but being cross-dimensional, they are not “typical” to anything. I will make this clearer in the next version. Good luck!
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Hi Yannik! Nice game.
I started it four times, and I encountered the rogues only once. I find the room every time, but they are not there. I don't know what I did differently the first time. Can you help?
Spoiler alert!
There are two ways to the surface from the first traboule. One is from the first level down, one is further west passing through a few maze levels. The outlaws should be in that second one. If not, then there is a bug and I will look into it! If you enable from the settings screen cheats, you can get back there quite fasts by teleport (from right click).
I found both, and from the 4 play only once were they in the second place. Exact location: Down-down-west-up-up. There were only regular monsters. Now I will try to delete all game data and restart, and see if it works. I downloaded the game from F-Droid. I can help provide any debug data that you may need.
Confirmed. After full data wipe, rogues appear.
Excellent! Do you know both version numbers? The one that didn’t have the outlaws and the one that did? I will see if something was wrong in the past and make sure it does not happen again.
Fun game, but you need a rest button
I agree that there are times when doing nothing would be the best move. Stay tuned, it might be there in the next release.
Thanks! Also, I think I beat it-- I got the coded notebook from the bookseller, and the quest no longer progresses so I assume that's as far as it goes so far. Some thoughts:
I quite like the setting details and the way the writing supports that. The intro pieces to each mission are especially good in this sense. The art provided with inspection on monsters is also excellent, on the whole, and helps support this aspect of the game as well. It's weird, though, that the sultant tiger is colored-- the black-and-white sketch style used for every other creature (that has an image so far) created a gestalt sense of place that the color in the image, though not the line art itself, seems to clash with, at least to me.
The game would benefit from some more social interactions. For example, the mechanic by which the accountant in mission two surrenders at low health could be generalized to all humanoid (@ and P) enemies, although perhaps their passage-blocking could be an issue. Maybe this isn't actually needed.
If it's possible to throw items (dynamite, knives), I sure don't know how. The items seem to imply they can be thrown, though (knives have a 'range' property, and dynamite blows up in your face after 4 turns. I suppose you can at least drop lit dynamite, though)
It's cool that the tunnels are, afaik, infinite, but they are reasonably simple to navigate by sticking to the map-move options rather than stairs. The option to just wander off and fight increasingly difficult enemies helps make the protagonists tasks seem unimportant and minuscule in the face of the larger world, which is probably a good thing.
The alcoholic will take one absinthe off you eventually, but cannot be traded further absinthe nor booze.
It's hard to know what weapons do and if one or the other is better. For example, I believe you can dual-wield knives (because a x2 showed up when I had a second one in the bottom right of the screen), but I have no idea how that works or how good it is compared to a sword. The item descriptions just say 'weak', 'light', 'strong', 'solid', 'good', etc. It's also weird that, if I am correct, solid is better than good.
One time I went up stairs to a new level and got pushed off the staircase by monsters spawning, so that I started surrounded by two locusts a centipede and a tiger. Luckily a locust was on the staircase and I was at full (60) hp, so I killed it, moved, and went down to rest back up, but that was still nuts.
Hoping the knife-throwing clown buying corp secrets on the black market is secretly an anarchist or anti-monarchist or something. We shall see.
When you go to deal with the accountant, there is a lady who wishes she had an umbrella. It would be nice to be able to give her your umbrella, should you have one (you can pick one up from the broom closet at the beginning).
Something to do with all the excess stuff in the inventory (like selling it, or donating it to charity) would be nice.
How does one use amulets, anyhow?
Can I use Latin against the Ghosts? Silver or water against Vampires?
Also I am assuming "Typical hp -1" means its invincible, but maybe I am wrong?
Wow! Good job with your explorations. Vampires and ghosts are killable and will get you further along your quest(s). Chatting with people in town might hint at how it’s done. They should both have a typical health that is positive. You might have found a bug if it’s not the case. Please share a screenshot and I will do my best to fix it.
Amulets are active as long as you have them in your inventory.
Perception is not fixed. If you find a way to improve it, you might have an easier time interpreting your inventory stats.
There are two monsters with colour illustrations. Those were done before we settled on the more old-timey line-art/wood-cut style. The two will probably be redone in that style at some point.
Knives are not throwable, but daggers are. How to do that should be fairly obvious when you have a target in range. Long-tap/right-click might help. The dynamite is not throwable yet, but it will be in the future.
Not posting any spoilers here, send me a private message if you need further hinting.
I’m taking notes of your other suggestions for future improvements of the game. Thank you!
wow, thanks! Its the horror monsters that are negative typical health. They start with a 'p' and are held in the world by magic (and summoned, like the Vampire I found, by means of pressure plate in the bookseller's room). Look forward to any updates!
Oh yeah, that’s poor UI choice. They are definitely killable, but being cross-dimensional, they are not “typical” to anything. I will make this clearer in the next version. Good luck!