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AlexiusScholius

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A member registered Jul 22, 2022

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Personally, I have not managed to bring myself through this gameplay. Ghosts may spawn right inside the main character, and the concept of minesweeper seems to be weird.

In the start, it worked like a charm: here is a wooden box which points to the west, we dig the adjacent western grave, open the black coffin — there is a key inside. Then I have dug up a ton of black coffins in one and the same location, and all the wooden coffins were empty: no hints, nothing. I thought: alright, there must be the correct black coffin elsewhere. The same: no hints, many black coffins piling up on one another. I decided to open a black coffin: who knows, maybe I am supposed to risk after all? Screamer, game over.

I might also be a bit biased: I love the universe other games tell about more: the universe of different quirky characters and weird monsters that play by rules, rich sorcerers and financially unstable protagonists, naughty gods and cheerful mortals. After all this excitement this story seems too grounded, perhaps. We shall see how it will go on, of course.

I guess I shall just watch a playthrough for this one. The cutscenes are satisfying, animations and dialogue are fun, I hope you shall remain satisfied with your work! Love your games, Zed Technician! ^ ^

I do not really know how Agatha works and if one should leave the room she appears in or it is alright to just hide in the same room's hiding spot for a while, but I am kinda glad I hadn't have to find out: Jeremiah appeared shortly after I started hiding, and through his vision I saw there was no more Agatha in the room. Another time she decided to say "boo" to me while I was passing through the entrance room. I went out, dropped off the boxes, came right in again, while she was just standing there menacingly, and I wasn't attacked.

So, I really like the fact I managed to make it in my first playthrough, without dying once. And it was before 4AM even! Either RNG was really good, or I am not half bad with this gameplay. ^^

It is a great thrill to play this game: oppressive atmosphere is amazing, characters are as memorable and wholesome as always, and the plot and happy ending are just perfect. I love it. ^^

I liked it very much. I spent only four rounds. The sound design and the idea are amazing, so I think it still holds up pretty well and it definitely does not need to be taken down: it must stay for nostalgia and history. If you are going to think about taking it down, think about making some kind of a remake, than. ^^

The only thing I find weird or flawed is wake up mechanics, they seem to be a bit junky: one time I had to mash my Spacebar for half a minute, while my screen was absolutely black, and nothing would come out of that, and sometimes Sandra would wake up easily after three or five taps. As far as I know, it could lead to being unfairly licked by the forest spirit.

I hope the Vroom Vroom guy is doing alright after taking all these shots. I like to think he actually was trying to say to Sandra: "Hey, it seems your car has died. You are in luck, I am an anti-gremlin who can magically fix it in no time! Just let me kiss ya and have a ride, that's all I want!"

It is an amazing game.

Characters, plot, the happiest ending being happy for everybody, including the villain and evil spirit, mechanics and the level design, I love it all!

However, I wonder: how does one get more than two stars, if there are more stars than two?

It has been awesome with one predator. Now, with proper introduction, plot, two characters and different approaches to mini-games, it is even better! Great work, I love it! ^^

(2 edits)

I have made an atrocious, terrible mistake. Brief: I have done a lot of stuff after retreating from the shore (I wished to just reset "Power" as the game would suggest, but got carried away and did many achievements, quests and upgraded the mansion a few times). Version is .410

So, while in the mansion, I repaired the dungeon (I thought it is how you access ghosts to purify, kinda like in the fixed Fay Forest left from the entrance. I discovered a hidden (?) door there, went inside, discovered some shady dude on the throne. He said it is not time and put my party to sleep. The party woke up in the same corridor with the dude. I tried to approach him again. The voice line remained the same. I could not return to the mansion: if I exited the corridor, I would end up in Lilith's nursery (I guess. The fleshy facility with hanging women, spores and stuff in it). Pretty much anything I would do would lead to a crash. If I collect the strange egg I find right outside (Leah said "the guild wants it", although there was no such quest in the guild yet, only two quests, both completed: the bee one and the fairy one), it opens up path ahead (removes blue thing) and go up the corridor (forced to smell miasma all the way, although it would not cause anything: nothing changed, just an annoying message pops up, saying "spores bad"), it would block me, creating an obstacle (the same blue thing sprite, right as I would try to leave the corridor and go into a branching room.

At this point if I dare to open menu and then close it by pressing "X", the game crashes with the following message:

«Game has encountered a bug. Please report it.

TypeError: Failed to execute 'createLinearGradient' on 'CanvasRenderingContext2D': The provided double value is non-finite.
at Bitmap.gradientFillRect (rpg_core.js:1289:24)
at Bitmap.gradientFillRect (YEP_CoreEngine.js:1014:41)
at Sprite_HUDGauge.refresh (SPD_HUDMaker.js:3238:16)
at Sprite_HUDGauge.initialize (SPD_HUDMaker.js:3180:7)
at new Sprite_HUDGauge (SPD_HUDMaker.js:3061:18)
at Function.HUDManager.getRebuildSprite (SPD_HUDMaker.js:568:10)
at Function.HUDManager.rebuildSprite (SPD_HUDMaker.js:557:20)
at Function.HUDManager.setupData (SPD_HUDMaker.js:549:8)
at Function.HUDManager.setup (SPD_HUDMaker.js:541:7)
at Scene_Map.start (SPD_HUDMaker.js:1646:14)

Press F5 to restart the game.»

So, I have restarted game many times and found out other scenarios to get a crash exist. If you dare to inhale spores once: crash is guaranteed whereever you go: once you go into another location (the corridor, the pit, or you leave the pit by standing on the blue circle — the same crash. The message is the same, but on the black screen).

Finally, if you manage to never step on any trap tile, be it spores or the red circles in the pit, and you step on the blue circle: your party gets teleported somewhere else in Lilith's stronghold (she walks back and forth there, just a bit to the North), and your party gets stuck. The game forces them to go up, and they push against the wall with a girl inside it endlessly, stuck in this animation.

I really like the game to far, but I hope nobody suffers the same bug under the same conditions, you know how frustrating it can be, to lose so much progress after playing non-stop, enjoying the new game.

Thank you very much for the game, I hope you enjoy and have much fun working on it! ^^


Here is the bug which causes game to crush when Narra tries to talk to Commander and ask her for tips, by the way:

___________________________________________

############################################################################################

ERROR in

action number 1

of Create Event

for object dia_HC_CanYouGiveMeAnyTips_TIP:

Variable dia_HC_CanYouGiveMeAnyTips_TIP.obj_HumanCaptain(100185, -2147483648) not set before reading it.

at gml_Object_dia_HC_CanYouGiveMeAnyTips_TIP_Create_0

############################################################################################

gml_Object_dia_HC_CanYouGiveMeAnyTips_TIP_Create_0 (line -1)

gml_Object_dia_HumanCaptain_Intro_Draw_64 (line -1)

I hope it helps! ^^

It is very good! There are some curious bugs, but the very concepts are very cool and I like them very much!

Narra fought a dryad, and had to run, because 30 strength was still not enough to outdamage her healing, and she started nomming my character, melting her HP extremely fast. After that, if Narra would engage combat with dryad (other enemies would work normally), it would not be Narra's turn, but it would not be dryad's turn either, so we would be stuck. The only accessible action would be attempting escape through "Esc". So, I had to fail an escape attempt, so the combat would actually become possible. Then dryad would have her turn, and then there would finally be Narra's turn again.

While talking to commander, the third option in dialogue would crash the game.

And there is just one thing as proposal… I think Umami should not melt Narra immediately when asked "Would you like to eat me?". From META point, a player would approach her first, talk to her, try this option, think it is always courting death option, and would not try it with other characters, while they do have peaceful, non-lethal option. Umami currently is a strange mix of powerful and merciless boss (which in most games would be found somewhere in the end of location) and tutorial character (who are indeed found at the very start of the game and are not even "fight-able"), so, maybe it could be a good idea to disable her battle until the player beats the most powerful enemy other than her or something like this.

The game is brilliant, I like it very much. A bit more intuitive controls (I mean, some lazy players would not even know how to talk to Umami, so a little text reading "Shift+Q to talk" would not hurt), improved options for dialogue (so you don't have to wait for them to "type" themselves, so you could progress through them by pressing any button, not bound to Shift+Q after the dialogue is initiated) are sure to come, so I am really thrilled to see where it goes!

I hope you have a lot of fun working on it! ^^

I must say it is great. It is quite diverse, has nice dialogue and voice acting is actually something believable (I apologise if it sounds pessimistic, I just can't stand bad voice acting and there is a lot of it out there, so this game actually pleasantly amazes me: most of the time actors don't even try, and here it is decent).

The choices are also quite intuitive and, as far as I understand, one might survive a date even without getting perfect score by saying "no" to her offer, so it is also not too punishing: it might be harder to get a game over then to get a good ending.

I do wish this story gets expanded. I hope you have a lot of fun working on it!

It's amazing! I love it! The cutting level has an issue: when the cat starts to really bulk, his belly makes it impossible to see part of the kitchen. I do not complain, though~ ^^

It's amazing, very fun and solid! I wonder what an updated version might look like if the game so far looks amazing!

Thank you very much for making this game! I hope you have fun adding to it in the future! ^^

Press «Z» to purchase selected character. Press «X» to exit the shop. Use arrow keys to navigate the shop and character selection menus.

I've been enjoying the games on your gallery very much! I first knew about you through your game «Burrow of the Fallen Bear». I figured, playing it, Furry Heroes must be a prequel.

I had much fun and certainly have no regrets purchasing it: the mix of story and puzzle gameplay feels just perfect to me! The only things I might find missing are
1. I agree with people who wished to interact with Alius. One more reason to be intrigued for a sequel, I guess ^^;
2. Krile visuals. We only see his face in small window, and I really hope we can see him better in next games. I like the silly bravado guy!;
3.  Compared to «Burrow of the Fallen Bear»'s gallery mechanics, this game's gallery sure feels… incomplete. You've made much progress, great work!

I hope we shall see the continuation of Krile, Alius and other characters' story, as well as get more Furry Heroes lore in the future! Thank you very much for your work!

For a small game that tells the story of just one day, it is quite good. Maybe characters are drawn a bit awkwardly, but writing is certainly to my liking. Good work!

I am glad to hear that, even though things would not go according to plans you have had, you still are optimistic and excited to continue on your path as a creator! Whatever hardships and adventures your life throws your way, I believe you are the type to take it all and collect everything good this experience has to offer, turning it into new wisdom, new skills and new creations. Thus, the way you speak about studying Unity and seeking for ways to overcome complications with Rapturous, for example, makes me quite hyped about what this new experience means for new projects you might produce using this engine, be it Rapturous: Rebuilt or new creations.

I shall definitely stick with you and your amazing creativity, for it inspires me very much. Thank you very much once more for sharing your projects with us, I am looking forward to new art, game projects et cetera!

So, in case it still matters, here is what I think about this demo: I am satisfied with everything.

The feline movements now feel the most satisfying and graceful all of a sudden, while mice retain their charisma in my eyes with their new skills which makes them less overpowered. It is no longer a "non-complex" "passive ability centered" faction, which is great! Now they really have an active schtick, a racial ability!

The birds now feel more graceful too, but I feel like their wing flops should be a little sharper. Now it feels too smooth, as if they were not flopping their wings with every of, say, two flops granting you some height, but launching a jetpack or opening some sort of levitation/float device that gradually raises them in the air until it dies out. I hope you get the idea. It is alright, I guess, but it feels weird.

Great work! I hope the development is good and well and we might see new updates soon! ^^

Exceptional and inspiring! This project certainly goes into my library of small games (not in a sense of size or importance, but the way they feel while playing them from time to time for short periods). I really have interest now, that I have played it through several times, to master each faction and see all the possible endings. The cats seem to be the hardest to me: their racial ability is obscure and it does not feel "right" when using it, and their racially exclusive third level is definitely the most challenging to me. The birds seem easier, but I still had to get to know their trick and schtick. The mice are my favorite, and their queen is definitely «my waifu» in this project… I do not believe it expresses this right. Ahem… Pour La Resistance! ¡El pueblo unido jamas sera vencido! ¡No pasaran! Землю — крестьянам, заводы — рабочим, народам — мир! 为中国共产党!

I definitely hope this game gets to its 1.0 version. It is that good. I hope the author enjoys making this game, cooking new hazards, enemies and funny opportunities with queens, as much as I enjoy playing it. I certainly have a deep respect for the efforts you have made and continue to make in order to make an exceptionally good product an amazing one! Good luck! ^^