Once again, great work on the game.
But also, still gonna be more bugs:
When you get defeated by a basic enemy, the enemy doesn’t despawn from that area. So this causes an anomaly to occur when you return to that area, but a/an different/another enemy spawns there. In your surroundings, there is the enemy that spawned as well as the one that defeated you earlier, but the latter creature is just… there. It won’t do anything, since it isn’t in a battle state.
Removing/unfastening armour still doesn’t reduce the defence like it should. Hard to explain, but you can duplicate it like this:
- Buy any armour you like and equip/fasten it.
- Fight any enemy with the armour equipped. (should take less damage)
- Remove the armour you had equipped.
- Fight any enemy again without any armour equipped. (Still takes less damage)
Not too sure about this one, still testing scenarios.
I noticed that after 4-5 fights after step 4 I started getting damaged again by bears and boars, which makes this even more confusing to me, since it’s acting like my defence is gradually diminishing, rather than lowering immediately when I remove the armour. Honestly really confused about this.
Not sure if this is intended, but you can dual-wield shortsword-longsword together.
It feels like meat isn’t spawning at a reasonable rate, I can have 10 Carving knives and I rarely ever get meat from a corpse, but when I get a single one from a body, all of a sudden meat from that specific beast comes by the handful. It’s like it’s hard to get that first piece, but once you get one, they won’t stop coming.
Unable to give the Fairy City Portal Stone to the fairy now, seems that by removing that check, the option isn’t unlocked at all anymore. (Don’t know if this matters, but I teleported to the city before giving her the stone)
Cannot find a way to enter this Junkyard that was added. Perhaps it has to do with the Pervy Fairy?
Balance & quality of life concerns: (this is my opinion, don’t feel obliged to take anything I said as an order)
If the newly added taxidermy materials are going to be worth so much gold, (wolves are worth on average 10 gold now, and bears around 20) then gold is much easier to come by now. Don’t know if this is okay or not, but it’s just a simple observation I am noticing.
Alongside these materials, this causes a lot of different items to pile up in your space pouch. Selling to Mel when you have numerous amounts of various items can take upwards of 10+ commands. I’m not too sure how the code handles stacking items too well, but when you sell stacked items to Mel, it takes three commands to sell a single stack of an item (sell x, #, yes). I’m not too sure how to remove a step in this, since I am unsure of how stacked items work, but I feel like there is some way to shorten this process. A simple solution (at least for me, personally), would be to add numbers to the options of dialogue to Mel, similar to the options presented at the very beginning. This won’t solve the overall ‘issue’, but it would be like a band-aid until something else is thought of.
Maybe adding further weight stages to the dynamic? (Immobility?) Making Strength and Agility a stat now opens up possibilities much like noone’s fatty text adventure. Look at the player descriptions in that game if needed (or I can DM them, if offered) as inspiration or ideas for how to better describe fatness and strength for your character.
Body types. This can be pretty complicated, I think, but there probably is some sort of ratio to how weight is distributed through your character’s body. Could it be possible to reshape this somehow? This may cause issues with how armour fits and dilemmas with the character description, since, as far as I know, the descriptions are triggered when you break some sort of check having to do with weight/height/age/gender sort of thing, and doesn’t call on each of the body measurements to give you a description for each of them. (I’m realizing more and more how complex this is as I’m writing this, props to you Luna for coding all of this so well!)