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UPDATE II: I made a version 0.2.5 just to clean up a few things, but there's no meaningful new content in this one, so no new thread.

UPDATE: See version 0.2.4 link and notes below.

Alright, this is the first build that I'm releasing to $5 patrons, which will be the plan from here on. The major caveat is that this version of the game is filled with visual placeholders, so if you want the final finished product, that's much later. If you want a taste of the game, though, I think this is a fairly robust build.

Link: https://mega.nz/file/P4MyFK6I#3rqYOqMyPxYAbFzGz9UmthMMlZDYAWaPywvVzsP_kwI

Version 0.2.5

Strictly cleanup and bugfixing. Includes all clear bugs reported, but not additional features suggested.

0.2.4 Link: (outdated, see above)

Version 0.2.4

- Old Revolver is fixed.

- Intro events fixed so they advance on death loops.

- Access to skill tree granted much earlier.

Old 0.2.3 Link: (outdated, see above)

Version 0.2.3

- The combat UI has been shifted to give more space for everything.

- Early in the run you now receive the Old Revolver, which you can use to restart the loop if you want.

- There are now options to skip the early bosses on the Susie/Clarissa paths. Frankly these were added at the last second and have barely been tested.

- Mostly I was focused on bug fixes and small improvements.

For those of you who played previous versions extensively, check out the update notes: this one is mostly refinement and a couple new features. From here on I'll try to be meticulous about mentioning all new content added, though with massive updates in a complicated loop some stuff may slip through the cracks.

Are the core gameplay, looping, and combat in their final forms? Of course not, this is an early build of a game that will take multiple years to complete - I remain open to suggestions and feedback. That said, I feel overall happy with the state of things in this build and I think it's a pretty good teaser of my plans for Omnipocalypse overall.

Whew, this week has been a lot. I'll save further chatter for the weekly update and just leave everyone to enjoy the game if you want to try it now. ^-^

Comments

Aria the bunny

This is potentially out of scope for you for now, as I'm playing through Proton and can't check to see if this problem is caused by that or if it would also show up on Windows, but there's a white bar at the top of the screen that pushes the actual game a little bit off the bottom of the window, cutting it off a tiny but noticeable amount.

Alistair

Use of the revolver results in: TypeError: Cannot read property 'gainItem' of undefined at Game_Interpreter.command126 (rmmz_objects.js:10379) at Game_Interpreter.executeCommand (rmmz_objects.js:9666) at Game_Interpreter.executeCommand (VisuMZ_1_EventsMoveCore.js:14022) at Game_Interpreter.update (rmmz_objects.js:9571) at Game_Map.updateInterpreter (rmmz_objects.js:6801) at Game_Map.update (rmmz_objects.js:6705) at Game_Map.update (VisuMZ_1_EventsMoveCore.js:10589) at Scene_Map.updateMain (rmmz_scenes.js:842) at Scene_Map.updateMain (VisuMZ_0_CoreEngine.js:13406) at Scene_Map.updateMainMultiply (rmmz_scenes.js:838) Otherwise I'm having a blast seeing how much loop exp is possible and enjoying all the characters I meet even though everyone died horribly my first loop.

Aria the bunny

I think this comment is where I'm going to leave actual bug reports. Susie got poisoned by one of them flying eye things, I fled from the battle, and her stabilize skill is giving the "can't use" buzzer when I try to use it on her out of battle. The apartment complex at the beginning of Clarissa's route thing, the platform at the top of the stairs can be walked off as though they are normal ground.

lostone2

Replaying from the start, I just saw that in the initial conversation with Smithson, he says: https://imgur.com/a/a29hJqZ Even if you have already accrued some merits. At the start of Loop 6, there is something very wrong with MC's stats: https://imgur.com/a/cvhuFOL I think that I had seen reports similar to this one in previous versions.

lostone2

Thoughts/Feedback thread. One thing that I'm very curious about is MD's background. From what little hints had been able to find, he has a lot of parallels with the Girlfriend (Urma Thurman) from the Kill Bill movies: 1) Both use a katana as a weapon, despite being Western characters. 2) Both have lost his/her fiance and child. 3) Paranoid is a word that defines them. 4) If I imagine the GF in the game's setting, not many things that MD does are so OOC for her, even the twist (see the point 3 above). I'm pretty sure that I'm way of base but... --- 1) Now that I had played a bit more of the game, I had to say that I found the command Defend pretty damn useful in certain situations. 2) The option of avoid the bosses on Susie/Clarisa routes is pretty damn useful in one particular Loop, specially. I think that it's a great idea. 3) I'm not totally sold on how the Old Revolver is obtained, although it will probably fine when/if the option to arrive to the Safe Zone as a party of 4.

LordBurch

Couple little oversights I've noticed - still on 0.2.3. If Mad Dog tries to kill you/leaves at the camp, before Clarissa/Susie -> you choose to do nothing (save neither) -> choose the West direction -> you get dialogue as if Clarissa is still with you even if she's dead. Similarly, if you kill Thomas solo (w/out Mad Dog) you still get MD's dialogue after the fight ("...fuck"), and his dialogue for the green point on the house.

WaxerRed

Finally had time to play Omnipocolypse over the weekend, and can finally say I made it through the first full phase! Wahoo! Combat feels a lot better now! That said, I did have to loop once around in phase one before making it to the end. What happened was I saved Susie, then pushed to fight the optional robot boss before the safe zone! And very narrowly, by the skin of my teeth I was able to do it! ...and then Anderson told me I had to go fight some other robot, which essentially softlocked me as I had 2 party members dead, with the last on a tiny bit of health and no healing items left. That one did kinda sting, and felt like an unfair setup for the game. Perhaps Anderson witnesses you beat the robot boss and lets you in without you needing to prove yourself? Or there's an option to beg to be let in, cause that's what I wanted to do when Anderson told my 2/3 dead party they had to go fight something else. But hey, the loop wasn't all bad, I do appreciate that skills carry over, that was very nice! To take a break from gameplay, I can talk a bit on my story thoughts! My first thought would be that not enough time was spent in the safe zone for me to really care about...anyone. From my perspective of the first loop, I scavenged for some medical supplies back near my home, then defended the location from 3 waves of nearby threats, and then everyone died. Thanks for sacrificing yourself to save me Hank I...really wished I remembered who you were. I think he was the guy who offered to train me out in the yard? And we shared like...two text boxes? Semi-related, but on to my next story feedback, this might be a bit more subjective and controversial, but I think on a story basis you revealed the game was a time loop too early, which is to say showing it from the get-go. I don't think revealing the time loop so early actually adds much to the game, and even lessens the impact of the entire first loop. I know from the that this will be a time looping game, so I don't really care all that much what happens in my first loop. What I mean is, I didn't really have to morally debate any choices I made, since I know from minute one that this will be a looping game I know I'll be repeating all this several times over. Characters dying isn't surprising or tragic, I know that loop one is almost certainly going to be a disaster, so I can just do whatever. I think for players in the future who go into this game completely blind, hiding the fact that time looping is a core mechanic of the game would be more beneficial. They either learn more naturally, from dying to an enemy due to their own failings, or they learn it after spending hours in the game, watching characters die with no knowledge that they'll be brought back with time loops. Just my feelings on it, I understand if that just goes against what you wanted for the game! --- And some last random thoughts and notes I wrote down while playing! It's actually possible to beat the Zombie fight where mad dog teaches you push over and punish, without using push over and punish. (Just keep using Flail) It might be somewhat comical if Mad Dog makes a comment on this, of you just ignoring his advice to you. Second thought was for the encounter with the guy who has barricaded himself in his property. Where you can choose to talk to him with a lot of different dialogue options. One of those options is to play the sympathy card and have the protagonist open up about their deceased mother, which brings on some sympathy from the man. The idea I had would be to place a hidden counter on that option, which is tracked between loops. Where originally on loop 1 the protagonist's sincere grief is able to get through to the barricaded man, if the protagonist has been using the "dead mom" card over and over again between loops, the barricaded man can feel there is something "off" in how the protagonist is saying it. Obviously the barricaded man doesn't know about the looping, but he can still sense that the protagonist's confession of grief is not 100% authentic anymore, and he can say something like, "You...no I don't believe you. It sounds like you are reading off a script, get away from me."