Ok is it just me or can anyone downlowd the post version of the game. Keeps downloading the old one instead of the new. It bothering me as when I build the fortress. I get lock out of the den.
I’m able to download the new version. Try clearing out cookies and your browser history, maybe there is something there causing the issue.
I just gave up with the site itself. I lost my saves agian. Unfortunately .
I just downloaded the game from the browser version of itch. It looks like it work seems different already. Just tired of doing 2 hour runs and it being destroyed because a website won’t give me on simple download.
Got some new CG made for the next update. It triggers during the immobile cutscenes.
Just popping in to say that I enjoyed this game (once I had worked out a little balance, save scummed a few early coups and got my walls built) and to encourage you to keep up the great work.
I honestly wasn’t expecting or even knew that RPG maker was capable of making something like this, almost reminiscent of Actraiser.
Seriously, if I had the time and motivation I would be heavily inspired to use the idea to make something of my own. I have several ideas even, but that’s what they will remain, for now.
My only issues are that I would like to see gameplay continue after immobility, maybe control is switched to one of the others or a dragonling while your chosen stays in command, essentially using them as an avatar. Also, balance is an issue but for a game jam and independent project when is it not, am I right.
I checked the json files and it looks like your right. The check is on Map 7 on line 159 and it looks like it makes the same check it does for Serrin as it does for Reila ({“code”:111,“indent”:1,“parameters”:[1,4,0,4,2]}) while Malin uses a different variable ({“code”:111,“indent”:1,“parameters”:[1,5,0,4,2]}).
Assuming that @failmuseum coded the variables in the sensible order, I would assume that it is supposed to check the 6th variable instead of the 4th to correctly compare Reila’s weight.
To fix this yourself, open Map007.json in the data folder, Ctrl F “I’ve been meaning to get out a little more.” and then look for the {“code”:111,“indent”:1,“parameters”:[1,4,0,4,2]} just in front of that dialogue. After that, just change the first 4 to a 6 so it reads {“code”:111,“indent”:1,“parameters”:[1,6,0,4,2]} and it should check the correct variable.
Next build is out, I fixed most if not all of the bugs listed here, and now we have CG during the immobile cutscenes! Draconic Expansion by failmuseum (itch.io)
having rushed a wall and actually finishing the game (the good ending) in about a span of 2.5 hours
i actually dare say love this game, though maybe a way to streamline management or reduce the overall steps you need take would be enjoyed
I’ve proofread the intro, and here are the major issues I noticed:
“LOT’S of cover for us too”
Spelling: ‘Lots’.
“I estimate there IS probably about(,) 4 of them in there if I had to guess.”
‘there are probably’, and ditch that comma.
“Huh? what’s going on-”
“Humans huh? let me at e-”
These lines need capitalization.
“They also spot(,) a small little hamlet.”
Ditch that comma.
“IT’S presence, however, gives one of them an idea.”
Spelling: ‘Its presence’.
“SCORTCHED earth technique”
Spelling: ‘scorched earth technique’.
“did either of you TOO spot that little village”
Spelling: ‘either of you two’
“I say we take it over, COMPELL the people there to work for us”
Spelling: ‘compel’
“Humans take over EACHOTHER’S settlements all the time”
Spelling: ‘each other’s’, not ‘eachother’s’.
“I plan to try and negotiate with the king to recognize us as LEGITAMATE.”
Spelling: ‘legitimate’.
“So, we’d need to(,) build up the town’s defenses”
Ditch the comma.
“So it was agreed upon, that the following DAY EVENING, the town would be taken over”
Pick one: ‘the following day’, ‘the following evening’, ‘the evening of the following day’.
“The crowd of onlookers begins to become INCREASING nervous”
Should be ‘increasingly’.
“All of the COMMOSSION appears to have summoned the mayor.”
Spelling: ‘commotion’.
“The villagers scramble to get your living ARRANGMENTS in order.”
Spelling: ‘arrangements’.
“I THINK we all want the position, I THINK it would be best just to draw STAWS. That way we don’t tear EACHOTHER apart for the role.”
A few issues. Those "I think"s are repetitive, spelling: ‘straws’, spelling: ‘each other’.
“remember to study what all the stats do at YOU bookshelf”
Spelling: ‘your bookshelf’.
Finished! I ended up starting a New Game off of the NG+ codes I got and found that after a certain point mid-game, the challenge almost entirely evaporates. Which is pretty fitting thematically so I feel like that’s not a bad thing.
It would be good if at a certain point you could either get the ability to be transported around, or more easily be able to access building upgrades or even important tools like worker rearrangement. This is mostly since if you’re indulging in luxury by late game (which a lot of people here are likely going to) the Very Good thematic difficulties the protagonists begin to suffer from do make it a drag to actually manage your little town. Having a compromise where they’re still heavily unable to do much but still be able to manage things would be nice. I ended up investing in a Castle and having to drag yourself from literally one end of the room to the other to make fine adjustments every month had the novelty wear off pretty hard. Though it helps that by that point the only way you’re going to lose is if you hadn’t invested enough in Defense.
But yeah, I got both “Good” Ends and I can see how this’ll probably tie into your other game, so this ends up being a great way to invest an outside audience, that’s for sure.
Wasn’t aware there was more then three: The Blob End, which I thought was the good end, and the two Sealed in a Cave ending. Without going too fat into spoiler territory, was there an additional ending added with the new version? Just downloaded that a few minutes ago.
Edit: Forgot to mention. This is game is truly gold. I love the fact that this ties in “Heroes on a Budget.”
There’s only 3 endings, the one that is probably the “best” ending isn’t canon though. Hence why it only gives the wall code, and a special code unique to getting that ending. Glad you like it
Nah, there’s an ending you get once you’ve survived 99 months, that one is a sorta good ending, even though it isn’t really.
Yep, no good endings in this game per se, mainly due to it being really only the first and second acts of their story. Heroes on a Budget will have their actual endings be determined by your choices, and there you will have an option to give them a good outcome if you want.
I mean, Reila deserves a good ending. Of course, our mutual definitions of “Good” may differ somewhat, depending on how important she regards mobility.
You can do just that. Type in the rapid Reila weight gain code into Heroes on a Budget (in the future, obviously not the stealth demo) and see what happens
… dude, you’re my hero.
When will you add the temple scene?
Found another bug, it looks like the Iron Mines only check for the first worker you send to mine Iron and you don’t get any extra income if you send more, but if you have two or more Stone Masons in the quarry, you get a ton of extra stone and Iron for each one you put in the quarry, making me think that the game is treating the Stone Masons as both Quarry Workers and Iron Mine Workers, giving you the benefits of both without the extra population.
Sometime relatively soon. Can’t say when. It’s not really a scene (although I should probably make it one), it’s more of a bonus gameplay mode that is unlocked if you have max happiness and control.
So how is the CG I made for the blob cutscene for those that have seen it? It’s not a size I normally draw, so some feedback would be appreciated.