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It's here!

After almost a week of debugging, the game is in a state I'm more confident to show.I still feel terrible about the previous one, but I want to thank everyone for all the support and kindness you showed me despite that, as well as all the bug reports. I never really knew the meaning of anxiety before this, but the overwhelming positivity really, really helped me through this.

Thank you so much, from the bottom of my heart!

About this new version!All the major bugs and many minor bugs were fixed, with the exception of a single one: A rare crash that can occur during fights, seemingly randomly. I never got it to happen to me, but It did trigger a few times during playtests. The demo is still very beatable despite that! And of course, I'll be fixing it as soon as I discover the cause.Everything else is FIXED!!!

One last thing: You can now skip text by holding the Enter key! ^^

Portable version (can be launched as is):https://mega.nz/file/WtdkDZjK#HJ9-5ucbdfH28AchZ4Iocvz6JaeuTDwEfWMoYg-SlMA

And now, time for me to take a small break...!

edit: As it turns out, the installer might cause some issues when uninstalling if you fiddle with the folder where the game is installed. That's sadly a GameMaker issue as far as I can tell, so I've removede he installer download link for now. The portable version is fine!

As it also turns out, there are still some other bugs left in the game... It never ends. But, I think I've reached my limit for now, and I need an actual break before coming back and doing more fixing. I hope you can understand!I will mention at least that the tile select menu can be exited by right clicking on the back button (will be changed to a left click later!)

Comments

Fake Name

Yessss! I got pretty far in the previous demo, and it was a bummer to have my save eaten by the codebugs. Plus, the story (there's a real story now!) is genuinely interesting, so I want to see where things go.

KingCarlofButt

Quick question: how do I use the soul trapper? Right-click and hold on the souls just makes them disappear.

gyk

This has been great so far! This is a major achievement and you deserve a nice long break! For the audience, I think I missed something: how do I damage the enemy in the first shape fight? It seems like no matter how many times I hit it, the HP bar doesn't go down?

WyattMeyer

Haven't gotten to test the new build yet, but there's an ultra tiny bug that has to deal with play time and the HUD: Over time the scrolling chains texture becomes increasingly pixelated and choppy. If you are scrolling this texture with a shader linked to game frame or something, you should have some modulo operator in there to loop it so you don't run into floating point imprecision as the game frame gets very large. https://imgur.com/a/AuA3s1A Also interesting in this image (besides me wasting +2 hours grinding on the level 2 enemies for Rank 3 in the intro), the options menu scrolling seems unaffected. Does the options menu use something like `(currentFrame - optionsLoadFrame) * Scroll` for the calculation?

gyk

Looks like about 12 before it's "stunned"? Also, kill the bouncy blobs that appear at the bottom ASAP. (And as Nose said in another comment, focus on dodging, lol). My arm hurts now :joy:...

Spyder98

I have a gripe with the game so far. The slingshots feel very inconsistent, sometimes they do the little explosions some times they don't, which leads to a very frustrating experience especially during the timed slingshot section. I've had the slingshot pass through the target and not connect.

Xarath Dominion

For the Slingshot, listen for an audio cue, after that the ball will explode. however, this only lasts for a short moment, after which you will be kicked out for overstraining the sling.

Simon prentice

I found a bug where I hit tab on accident and now my cursor just magnets to the top left I tried hitting tab to re calibrate it but that didn't work so I closed the game that also didn't work so i uninstalled and reinstalled but its till sticking to the top left any suggestions also am enjoying it the game alot

KingCarlofButt

First you gotta stun it, easiest way is with a charged shot. Then, keep hitting it--it takes about three rounds--and eventually it'll start shaking, and you'll see the base go vulnerable. Then you can damage it.

gyk

I feel like I'm not getting any stunning? I'll hit it with a charge shot, then if I try to hover over it, I take damage. I just hit it with a charge shot ~12 times and then I got to the base shaking part. Hm... Now I'm stuck on part 2, lol.

gyk

Ahh, I get it: hit with a charge shot, the head gets a red outline, then spam it with non-charge shots. Repeat! (And still die, but get closer this time!) [ed. knowing you can spam it with the red outline helped a lot – beat it on the 3rd time. Nose, if you read these, so far, awesome game. I'm really digging the tonal shift as well as the character design. 10/10).

Lee

Left-click the soul and hold on with soul trapper in your bag

Spyder98

I've tried that, the weird part is that the audio cue only triggers sometimes. I've stretched the ball out and waited for the audio cue to trigger and it never did and the ball just snapped back. Other times it will trigger the audio cue and I let go and it won't trigger the explosion. I'm not sure if it's just me messing up or a bug.

KingKat

(potential spoilers btw) Just to help document any major bugs/crashes I come across so I might make more comments as time passes. For now the first thing I found was this: • Potential fatal error in regards to the Angel fight Upon completing the battle I experienced a game crash however wasn't able to view the details as the report came up blank sadly. Might've been a one time crash but I can't really ascertain that atm. So far so good however so keep up the good work, staring at code all day can be boring I know.

KingKat

Update: So after a couple attempts I couldn't get the crash to occur again so it may have been a strange occurrence. Something to note though that I did rearrange the files, taking out my save file, removing the 2023-9-30 folder and ensuring it was replaced with the 10-07 exe so that might've affected things. Side note: Less of a bug report more just a design question in regards to the aftermath of the Angel battle, once you're done you're faced with a hallway you're meant to traverse through as I'm sure you're aware. Now only real nitpick is the decision to still go left when given the option, of course plot wise you don't "want" to go back to where the Angel is supposedly behind you. But for the sake of curiosity if you "DO" go backwards it essentially does nothing but put you in an infinite hallway. You can constantly spam left as much as you want only for it to infinitely loop until you get bored and decide to go right 3 steps and progress. Not to say that I hate it of course, more just..."baffled" by little design choices like that. In the grand scheme its not some "end all be all" scenario but I frankly don't see the point of giving us that option if it leads to nothing, though I could be wrong if someone else were to find something. You don't have to tell us if there's like some secret or whatever for going alternate routes but after going down this hallway for almost 200 tiles in 5 minutes I doubt there's any rhyme or reason for even allowing this. You may as well just simply lock the player to only go in a specific direction to drive the plot forward like you did with leading us to the temple, just to prevent curious masochists like me from randomly wandering around into a pointless void.

gyk

I agree, the 2nd part of the slingshot boss fight might need its balance adjusted. It seems like if you spend more than a few seconds trying to grab the slingshot, you're too far in the hole to win.

Suffering Summer

In the dark world I cannot figure out the constellation puzzles for the life of me, nor how to change the direction of the cannon if you even can do that. This area is a little bit too grindy for me. It took about two to three hours to get 5 keys and seeing I need another and maybe even need all 9 has killed my motivation.

Lee

Could someone tell me what is the hidden gimmick of Auria Tower? I can't complete the % of exploration. Or can I return to this area after I leave with Rose and T?

Nosebecc

Thank you! Yes that's correct. One of the many things I'll need to actually explain in game.

Soosle

So, I made it to Biscotti and I also completed the boss fight. Now I am left with the sign telling me to go to the house in the top right and the windmill. I can't find out what's supposed to happen at the house and in the windmill I found the button in the windmill, but nothing happens when I press it. Is that a bug, or am I just stupid?

BlackStar Squadron (edited)

Comment edits

2026-09-05 04:00 Well that sucks, got through the angel fight and made it to auria tower, got to the save room, started to save annnd game crashes due to being out of memory.
2023-10-08 17:05

Nosebecc

You will be able to return later!

BlackStar Squadron (edited)

Comment edits

2026-09-05 04:00 Also for an actual question, how do I use items? I tried to use the sand ant honey in the room with the purple totem that has a picture of it on it and no matter what I did the honey wouldn't go in its slot.
2023-10-08 17:08

Nosebecc

Sorry about that, I'll try to make it more obvious. Smahing a constellation reveals the order in which to link stars (which is done with right click). Grabbing the cannon gear under the button and spinning the mouse wheel up or down lets you move the cannon.

Nosebecc

Thank you, someone else got that Angel fight crash. It seems to be rare, but I'll look into it! As for the infinite left thing, that's a simple mistake on my part. A few other such bugs were already fixed. Thank you for bringing it up to my attention!

Nosebecc

Weird, I'll need to improve that, sorry. For now, your best bet would be to go to Appdata/Local, and delete the settings.ini in the BE_Witches folder!

Nosebecc

I'll make sure to add a checkpoint for that second phase and to improve the slinshot system overall, it's been giving a lot of people issues yeah... If you truly can't get past it, there is something you can do about it in debug mode. I've posted about it on the discord server, and I'll post that on Patreon as well at some point!

Nosebecc

Yeah that bug has been i there for a while now but I never found the time to fix it... I will at some point though! Thank you ^^ The option menu uses a different, simpler system yeah!

Nosebecc

Thank you very much! This sequence still needs some work, but glad to know you made it past it!

KingKat

Ah perfect timing, got more updates for you. While confirming what you stated before that most of the crash issues seem to arise from seemingly random battles/interactions. The crashes I did experience were hard to replicate again for whatever reason so not much to say there, did encounter a couple crashes outside of battle however which you might know about. One notable example was a crash while selecting a "crowned" monster icon within the book codex. Sadly I kinda forgot to copy the resulting message which is my fault but if I can get it to show up again ill show you so you can confirm it. (edit) Ah and almost forgot, honestly its "so far, so good". Nothing too serious if albeit minor inconveniences if you don't save a lot lol. You're doing good so wishing you the best in this little endeavor.

Nosebecc

Thank you, that could help yeah! It turns out that there were more bugs left that I was expecting yeah... I'll make sure to get to them all.

Nosebecc

The button causes a stake to pop up on the other side of the fence! As for the house, breaking barrels will reveal a differently colored leaf. Try grabbing and pulling it! Sorry again, these things will be more obvious once the hints are implemented.

Nosebecc

Ah shit, I'm sorry. There is a memory leak somewhere as it turns out, and I've yet to identify and fix it...

Nosebecc

You should be able to by dropping the item (drag it to the discard button in the inventory, or just middle click it). It will then appear in exploration mode, where you can drag it to its slot with right click. The Discard button beig called that is a bit confusing, renaming it is on my TODO list. Sorry about that!

KingKat

Got it (didn't take that long funny enough) But yeah here's the error code: ___________________________________________ ############################################################################################ FATAL ERROR in action number 1 of Other Event: User Defined 2 for object obj_MenuAlmanachBook: Push :: Execution Error - Variable Index [3,0] out of range [3,-1] - -7.tempArrayLoot(100003,96000) at gml_Object_obj_MenuAlmanachBook_Other_12 ############################################################################################ This appears to the an issue with the codex book as a whole cause this was triggered the instant I clicked on a enemy monster icon. (So to anyone reading this you might want to avoid doing this for awhile)

DUxMORTEM

will we get a cheat version to push the game to its limits? also may i suggest the ability to "rewatch" when Vuu and her friends amplify, for umm, reasons?

skryrmir7

For the life of me, I can't figure out how to get past the stone wall in the forest. It appears linked to two pyramids nearby but I can't seem to interact with the pyramids or the stone tablets nearby. I'd really appreciate a hint!!

Yosua Krisnando Bagaskara

You might want to right click on each section of pyramids in front of the stone wall, and drag it sideways to rotate them. Make sure that the pyramids' rotation matches the "fixed" pyramids you found which has a symbol linked to each symbol carved on the stone wall. P.S.: You might need to take a screenshot of each "fixed" pyramid along with it's symbol

Lee

The "has a picture" totem is not the real gimmick. It's just a hint marking the right item and position. Go to middle right and find the real totem (should be 3 empty slot) then put the items, it should work.

Lee

Most crash and freeze I got seems to be out of memory. It randomly appears but always after playing 1 - 2 hours. Sometimes a dialog "Out of Memory!" was shown.

KingKat

adding onto the list: In this instance I more or less got hit while trying to use the yo-yo at the "roughly" the same time hugging the edge of the screen. Just another one of those random combat bugs. ############################################################################################ FATAL ERROR in action number 1 of Step Event0 for object obj_HeartBulletYoyo: Unable to find any instance for object index '293320' name '' at gml_Script_update_shape_HP ############################################################################################ -------------------------------------------------------------------------------------------- stack frame is gml_Script_update_shape_HP (line 0) gml_Object_obj_HeartBulletYoyo_Step_0

JedediahCyrus

Might be a silly mistake on my part, but I'm having a hard time using the soul trappers on the little souls that sometimes appear? Any suggestions on what I could be doing wrong?

ChungusThunder

When you have an empty soul trapper in your inventory, holding left click on the soul in question should it

BloopyGoop (edited)

Comment edits

2026-09-05 04:00 This game has honestly blown my mind. I did not think the fetish puzzle game would be this fantastic of an rpg with such a cool world to explore. I eagerly await the full release, but until then I'm gonna play as much of this demo as possible! Thank you for fixing the bugs, i was really sad that I couldn't get anywhere in the initial release.
2023-10-09 09:37

Lee

There are 6 pyramid models, but I only find 2 gates which are matching 4 of them. What are the other 2 for?

BlackStar Squadron (edited)

Comment edits

2026-09-05 04:00 Wow I really don't like that slingshot fight against T. the first phases patterns aren't too bad but the second phases are awful.
2023-10-09 15:40

WyattMeyer

Is there a puzzle walkthrough yet? I'm trying to get through the mushroom cave and I'm stuck on the 4th on (the ソ symbol). For the life of me, my brain just doesn't work when there's two mushroom rows. Edit: I must say, the introduction of a second row of mushrooms fucked with my head. This whole time, +3 hours, spent trying to make the three mushrooms on the TOP row into (Red / Yellow / Cyan). For three hours I never even considered the middle mushroom row to be the ones being checked. See photo for thought process ( https://imgur.com/a/vss0TFa ). I still haven't figured it out, but I just want to say I got utterly mindbroken by seeing the top row and color pelletizer have a fancy blue platform. It was made even worse when it would get so close to working, but would always be one off for the top row. My personal thought, use a less flashy color for mushrooms not involved in the solving portion of the puzzle: use a dark gray, or maybe no backdrop at all for them. Or another way to improve visibility: show some sort of fake "scanning" animation where it sweeps a red beam across the mushroom row, then have something flash red (incorrect) or green (correct) based on if you beat the puzzle.

JedediahCyrus

Thank you! No idea how I missed that. Much appreciated.

wiseman42

This game is really neat, but man it's grindy and punishing. Rose and T seem really underpowered compared to Vuu, especially rose. Her range and speed of attacks are both terrible. There's no way to see what color powers you need until after a fight starts, so you often start a new area in a bad spot with no actual powers you can use. There's also too many times where you are stuck and not able to return to town, so you can't get new powers. Basically, the story is interesting, and I do really want to see what happens. And the combat system is very interesting. But combat just feels like I'm fighting the exact same fights over and over and over. It's gotten REALLY tedious. I want to see where this game goes, but...I kind don't want to actually play it any more.

Vermilion

There seems to be some weird issues with the mouse in game. The movement is very... odd. I don't quite know how to explain it, other than it seems like there's some sort of mouse acceleration going on, maybe. The acceleration seems completely random, though. I'm doing very slight circles and then one second the cursor just suddenly speeds up and flies to the edge of the screen. It makes precise clicks pretty much a pain in the ass, in all honesty. I don't have mouse acceleration enabled in Windows for what it's worth. That issue aside, I am incredibly interested to see what direction the game is headed at. I obviously entered with the mindset of playing a very charming BE-themed puzzle game, the same mindset as when I played the previous demo years ago, but then I reached the Angel shmup section and I got way more invested. Haven't gotten past it yet, but I'm looking forward to seeing what's ahead.

PickleRick

I can't get past the tutorial, I defeated the training dummy and now I can't for the life of me figure out how to progress. The old 2020 walkthrough only helps find all the secrets...

Lee

In fact you can confirm the Fei color without entering a fight. Click the map and it's on the right bottom.

WyattMeyer

In addition to confirming on the map, you can confirm it before a fight by looking at the top center of the screen. The glowing runes show what will appear. It's hard to see, but there is a button in the bottom left that will let you back out of the fight temporarily to switch equips.

WyattMeyer

If you just want to progress past the intro, just follow the ocean path as north as possible, then when you hit the top edge of the screen, head east and then south. You'll hit a scripted fight with a Jelly pirate, and then you go downstairs and south-east until you hit a fish shape puzzle. From there it's just as simple as exploring all dead ends until you find the combination on walls in the background. If you mean you have zero idea how to progress AT ALL - right click the floating color pieces to grab them, and rotate them with the mouse wheel to slot them into the outlines in the background. Then change the colors using pellets and the color swapping guide in the bottom right of your screen.

skryrmir7

Thank you for the hint! I didn't realize you could click and drag them like that.

Tondenga woomi

i have a question how do i push the stake?, I dont know what to do

Spyder98

I got past it once but was on a time crunch that day and got into the forest past it but I wasn't able to find a save point so I had to close out the game without saving :/

PickleRick

Thank you, I figured out that I could just enter the ocean anywhere there's a pink border on the map. I didn't realize that you could scroll to rotate pieces though, I was just waiting for them to float into the right rotation lol.

Crystal Core

I seem to be stuck at the windmill part in biscotti right after you get smash and I can't figure out what to do.

Crystal Core

how do I get into the second floor of the windmill?

Crystal Core

I still can't figure out how to open up the wooden door inside the windmill... I ran around and smashed everything, the button in the windmill just bounces a post behind the door, I am probably missing something obvious but i can't figure out what.

WyattMeyer

Inside the windmill on the south side there's a button behind some barrels. Pressing that reveals a plug you can smash on the other side to unlock the trap door.

Crystal Core

how do I get to that plug? how do I get to the north side?

Lee

I figured this out. Follow this order: upper 2nd, upper 1st, upper 3rd, drag the red token onto lower 5th, then lower 4th, then lower 4th again.

Lee

But I can't click the mushrooms in the hint rooms in time, though I know it will open the big mushrooms' door. I only succeeded in the first room. The time limit definitely need to be longer.

Lee

Complete the battle in the middle of Biscotti first, then you will learn Smash to do this.

WyattMeyer

Yeah for that one in particular I had to break out the autoclicker, too many small mushrooms on the final stage. But there is one thing that I think isn't communicated well: you aren't being timed per stage, but for the whole completion. Doing better on early parts leaves you with more time on the final.

Nosebecc

You do get access to a debug mode at the end! I'll consider adding a way to rewatch the amplification cutscenes eventually ^^

Nosebecc

Sorry bout that, there is a memory leak somewhere that I still need to identify. Hopefully that will be fixed, or at least lessened in the next version!

Nosebecc

Sorry about that, I'll add some text to make it more obvious!

Nosebecc

It's not the most obvious thing to be fair, I'll need to add a small tutorial to explain it ^^

Nosebecc

Thank you very much! There is still much to fix and improve, but I'm glad you're enjoying it! ^^

Nosebecc

I definitely need to add a checkpoint yeah. I'll also look into making the slingshot mechanic easier to understand.

Nosebecc

Got it, I'll see what I can do! Thank you for telling me, and sorry about the confusion!

Nosebecc

I wanted to add a ticking clock SFX throughout the whole thing but didn't have time. I think that alone will make it easier to understand once it's implemented.

Nosebecc

There are definitely a lot of balance updates to be made. I'm also planning on adding a function to disable fights. As was said before me there are ways to know which colors will appear in which fight, I'll make sure to explain it clearly in a future version!

Nosebecc

Thank you for telling me about that cursor issue! That's definitely odd yeah, I hadn't heard of that before... I'll be looking into it. Thank you!

Nosebecc

Sorry about that, a bunch of small tutorials are currently missing, leaving you to figure this stuff out on your own... I'll do my best to fix this in the next version!

Nosebecc

You'll need to go around. There is an abandoned house in the top right of Biscotti, which you can open thanks to a stake hidden on the roof. Inside, you'll find a differently colored leaf behind one of the barrels. Grab it and pull it to reveal a path!

Nosebecc

Thank you very much, I'll be looking into both of these issues!

Lee

It seems that you just keep doing something randomly, the procedure will eventually freeze. This is really a pain especially during a long run without saving points, like Biscotti Tunnel. I crashed about 5 - 6 times already and was still stuck here. I really want to proceed the story but it's difficult. With bugs fixed, this game will be amazing.

Crystal Core

top right being the one full of barrels just under the windmill?

Azzie

Slow, Disrupt and Sluggish have the wrong descriptions/icons/effects. At least thats an easy one for ya :)

bob simple

Hey Nose, I'm sorry to add to the dogpile of people asking you for walkthrough snippets, but I think I've reached my limit of sniffing out every possible secret and collectible that I can find by myself. All I'd really like to know it where to find one more amplification orb. I have 7 at the moment, 1 short of tier 4 amplification. I imagine there's one in the tower I have not yet found, as the only puzzles I've solved in that area are the cloud clickers, the outdoor presicion shooters, and the basic slingshot puzzles. Any tips on how to reach the seemingly unreachable slingshot targets, or how to open the doors with seemingly no input (I've tried the intereactable floor tiles and wall symbols to no progress), that would be much apprieciated. And thanks for the game. It is difficult and not without its crashes, but completable without help and the obstacles makes me appreciate the rewards more. To anyone else, I could provide some info on the parts of the game I have completed if you want to skip to the good stuff, to take a load off of poor Nose.

N64 Shy Guy

Couldn't leave the 'tile select' screen, don't know why. Had to restart.

N64 Shy Guy

Loving the game so far though!

Jake

I'm having an error where I end up on a black screen before the mushroom boss? I tried the fight before and lost, saved afterwards and now it wont load anymore.

Yosua Krisnando Bagaskara

I have another issue: whenever I tried ascending/descending to another floor with the note "modal" open, the game crashes with this error: ___________________________________________ ############################################################################################ FATAL ERROR in action number 1 of Draw Event for object obj_Map: Push :: Execution Error - Variable Index [5,0] out of range [5,-1] - 341.(102048,160000) at gml_Object_obj_Map_Draw_0 ############################################################################################

BlackStar Squadron (edited)

Comment edits

2026-09-05 04:00 Does anyone know where the solution to the puzzle in biscotti tunnels where the symbol is a circle/egg with a curved stripe is? I looked all over the tunnels(and obviously missed it) and the game just crashed during a battle after wandering around confused for an hour so I don't feel like turning it back on to go hunt through the tunnels again. Doesn't help that the puzzle that unlocks the shortcuts are a bit too fast for me.
2023-10-11 11:41

WyattMeyer

I believe it is just north of the previous puzzle, the one with a top row of three mushrooms. At the intersection just north, there is a hidden switch to open a path east. I might be misremembering it though, can't check because I'm at work.

Nosebecc

From the right entrance of Biscotti, go one room to the left, then straight up, and you'll get to the house in question ^^

Nosebecc

Thank you! Yeah that'll be an easy fix ^^

Nosebecc

Thank you very much, that's very nice of you ^^ There is without a doubt balancing and bug fixing work left to do. As for the out of reach slingshot target, there are some Bricks with the wrong color throughout the tower. You can grab and shake these bricks off the wall! There is also one such brick in the unreachable target room, but this one is tricky as it has the correct colors. Long story short, try grabbing and shaking the brick below the unreachable target ^^

Nosebecc

I'm really sorry about that, this is a dumb mistake on my part. You actually have to right click the "back" button in this menu. This will be fixed in the next version!

Nosebecc

Ah shoot, I'll look into fixing that, but currently your only choice at that point might be to go through debug mode for the cutscene (and fight) to trigger again. Here are the instructions Activating debug mode: Hold Left shift and Enter, then press F2. You should hear a jingle once debug mode is enabled. Debug mode can be disabled the same way, I recommend disabling it once you're done using it! In exploration mode, press F9. This will bring you to the debug room, where you will see Scarlet (the scarecrow), and a number above (ignore the second Scarlet to the right). That numer is the story progression value! Scroll up and down to modify it. Bring it up to 40, then click Scarlet. This will start cutscene #40, right before the fight. Don't forget to disable debug mode after (Once the cutscene is over, ideally)! F12: Forcefully brings you back to exploration mode from anywhere. May cause issues depending on where you use it! Middle click (in exploration mode): Forecefully gives you control in exploration mode. Use this if nothing is reacting to the cursor.

bob simple

Cheers. Using your hint I was able to find three more secret chests. No Amplification orbs though :-( I also found that the 2020 walkthrough is still accurate for all but 1 slight difference, so I went back to Sablee and got 100% of the treasures. Still no amplification orbs though :-((( Going to try the mushroom caves next. I've found the 4th mushroom puzzle (the one with moving mushrooms) but not the corresponding colour code.

KingCarlofButt

Got a crash in a fight with one of the nurses in the tunnels.

KingCarlofButt

damnit, Patreon. I forgot hitting enter just posts instead of making a new paragraph like every other god damn website: FATAL ERROR in action number 1 of Step Event2 for object obj_PuzzleFightController: Unable to find any instance for object index '171755' name '' at gml_Object_obj_PuzzleFightController_Step_2

Azzie

where were the orbs you found so far?

Azzie

Another easy typo. During nightmares final dialogue section her name is "Vuu" not Nightmare, but only for one dialogue box

JedediahCyrus

Pretty sure I ran into the same bug a few times now. Finally remembered to hit the copy button when it popped up. Same thing, fighting in the mushroom tunnels and this popped up. Hope this helps! FATAL ERROR in action number 1 of Step Event2 for object obj_PuzzleFightController: Unable to find any instance for object index '132077' name '' at gml_Object_obj_PuzzleFightController_Step_2

JedediahCyrus

Either way, thank you for checking in on this! You're doing a great job!

Tondenga woomi

anyone know how to solve the fifth mushrooms puzzle? i have been trying for almost 2 days and i dont know how to solve it

KingCarlofButt

Okay, so I've gotten to the tunnels under Biscotti, and I've got some thoughts. A lot of thoughts, actually. -First, a nitpick: T's shape shot, the bombs, is not good. It's an interesting change of pace for shape battles, but it does not work during regular battles, because unless a shape runs into one of the bombs and clears a bunch you end up with an oyon card absolutely littered with bombs. This has screwed up more than one combo for me, because the same button that launches the bomb forward also chooses the next oyon you want to chain, and I find myself hammering the mouse button, desperately trying to move three or four bombs in time to not lose my combo. Between this, and how finicky it is to get the bombs to hit static shapes, especially the clouds that require a lot of hits, it's almost impossible to maintain any sort of combo with T, unless the fight is already really easy. -The fact that the characters no longer share experience makes this game a lot grindier than I expected. Okay, so you don't want to give the player too much xp and easily have over-leveled characters. But I feel like there's a more elegant way to do this; because right now, it just feels like I'm fighting 3x the number of battles just to level them, and even then, I can just use one character, usually Vuu, to do all the damage except for the last blow, then use the cards to switch to the under-leveled character and have her deliver the finisher, and she still gets full XP just for being the one to end the fight. It kinda makes having separate xp pools feel gimmicky. Maybe fighting characters too far over your level, could result in greatly reduced xp? I dunno. -Then, you've also got the resurrected characters, who start out at level 1--but you don't get them until you're in Biscotti, where, unless you're abusing the card switching system, it would be wildly impractical, if not impossible, to level them, especially after you're in the tunnels. On top of all that, the starting roster of Vuu, Rose and T is fairly solid; so why even bring in another character? Is that going to be important later on, and I'll regret not leveling another up? Overall, I see no point to res'ing any characters, except as an excuse to slowly, slowly level them up, just as an excuse to watch their boobs grow at the soul leveler a few times. I understand not wanting to just hand the player a fully leveled character; but again, there's got to be a better way of doing this. -The one difficulty I am enjoying is the puzzles and the related minigames. Some of them have actually stumped me for a bit; if anything, I feel like some of these could be even more difficult, with more context-related clues you have to figure out by trial and error. The problem is, when I go hunting for a solution in a combat zone, I'll find myself wading through enemy after enemy, and that gets exhausting. I once spent an hour fighting my way through the forest, just because I realized I'd missed an important clue with the pyramids, and had to go back and look at all four of them again. I also feel like there are going to be people with the opposite problem: they enjoy the enemy challenge, but the puzzles will frustrate them and hinder progress they feel like they should be making. You can't please everyone, but this game is often very challenging on multiple different levels, so it never feels like it's catered to one gameplay style, but rather someone who wants to be challenged by several different games at once. -Overall, this game is a lot harder--and grindier--than I was expecting. It's not a bad game, by any means. There are a lot, a LOT, of games on Tfgames.site that are absolute trash. This is a good game. It's just much harder than I expected; and the grindy aspects of it are honestly wearing on me. I kinda feel like it needs an easy difficulty, where, say, player damage is halved or something, at the very least; maybe shared xp could take place only on easy mode as well. Independent of that--and I feel like this could dovetail well with implementing more and better documentation in the next build--maybe you could add a hint system for people who don't have a problem with the difficulty, but find themselves constantly stuck on the puzzles. I dunno. I don't want to be that guy who whines about the game being "too haaard" but damn, at the end of the day, I like the story enough, and of course I'm here for the growing boobs, but with the amount of frustration I'm starting to have with the game, those aren't enough to justify playing the demo that much more. For what started out as a fun, silly, well-thought-out fetish game, I feel like I've yelled at it just a little too much. Sorry for the mega-post. But I wanted to give some thorough feedback.

WyattMeyer

Possible solution for T's mines interfering with the Match 3 gameplay: If you are in the process of chaining (have more than one oyon selected), ignore all mines (and click the oyon behind it if there is one). I don't know how click detection works in Game Maker, but I hope there's a method of returning all objects under the cursor so it's easy to do a mask by name. As for the comments on XP gain, maybe do some idea steali-, ahem, inspiration from Disgaea. Some sort of Free XP system that still gives the bulk of XP to the fighters, but 20-40% extra also goes into this XP bank. Then, out of combat, you can give XP to level up other characters (maybe limited to donating at save points?). You can remove the overleveling issue by adding a level cap to the Free XP, so you can only give XP to characters lower level than the highest level character.

Michael Maris

I'm stuck in Biscotti, specifically the part where you're supposed to search the windmill.

Michael Maris

never mind, I found it. I had to pull the oddly colored leaf hidden behind the barrel in the abandoned shack. Yeah I think some of these puzzles need a second draft, or at least some better signposting.

Nosebecc

Thank you! This particular bug has been a pain to identify, but I'll get it eventually!

Nosebecc

Oh, thank you! I'll fix that ^^

Nosebecc

100% yeah, this whole sequence will be vastly improved once there are actual NPCs in place to give you hints.

Nosebecc

No problem, I appreciate the feedback! I'll do some more testing with the mines! You can detonate everything with a charged attack if they get in the way, but I'll see if I can do something to help with that. Maybe simply having them detonate on their own after a long enough delay would be enough. I'll see what I can do about the character EXP distribution. Currently, whichever character ends the fight gets 75% of the EXP, and the rest of the characters in the party share the remaining 25% among themselves. Maybe I could simplify that by just giving 100% to the fight finisher and 50% to every other character? I'll think about it more, but it's true that simple is often best. Balance work needs to happen with some of the puzzles, as well as with the encounter rate. I've been thinking about simply adding a way to disable fights, like in Bravely Default, as well as adding an easy mode. Currently the revived characters are kinda there just to be there, but I'll want them to start at a level that makes more sense in the final game. Still, I could definitely bump them all up to at least level 5 for now. And also yes, a Hint system is planned! I just didn't have time to implement it, like so many other things... So yeah, I hope that answers everything! This is still a WIP and as you've said, there is a LOT of work left to do, not just to fix the bugs, but also to improve the balance and generally make the game as a whole more enjoyable. I'll definitely have my hands full but I'll do my absolute best! The last thing I want is for people to be bored/frustrated while playing the game, so I appreciate the criticism very much. Thank you!

Lee

T's charge shot is powerful, it has decent AOE damage and multiple determination. If you aim right, it can one-shot the cloud shape. And the regular shot (mine) will cover the board and block out the oyons, yes, but I think it is intend to be this. It's like Vuu is for beginners, and T is for Veterans. It's fine. Gaining XP is not the only grindy part of the battles. If you want to unlock the information of each enemy in the book, or collect items for alchemy, you need to keep fighting some enemies like 10~20 times too, or more. Leveling up and collecting enough materials often finish at the same time.

KingCarlofButt

You know, I forgot about the charged shot, in general. That does change T's strategy a lot. But it's easy, in the regular shape battles, to just spam Vuu or Rose's regular shot, so I forgot that the charged shot exists. You just get it anyway near the end of shape fights, so I kinda slipped into the mindset of, oh, it's just there for shape fights. Maybe those could have a couple protected shapes before the final phase, that require you to use a couple charged shots? That would be a good mental bump to keep using the charged shots. And yeah, grinding for alchemy items has been an issue since the original demo. There's a really powerful item, I remember, the tea set; but I was never able to get it except in the cheat demo, because it just requires so much time and rng luck to get every item. Which, yeah, it's the best item in the game; but even all the requisite parts just took so long to get.

Requin-Malsain

Between this and the older demo I feel the game improved, the story especially is really good! I've been digging it a lot. The music also has been a blast to listen to, hope it keeps up further down the line. I do agree with some people though, not huge on how EXP gains and resurection work currently and it could use some tweaking. The resurection in particular is a lil' rough, it's very costly for a random, level 1 character with NO default spells... I think it either needs to be cheaper, set their min level to their wild counterparts or give them some basic spells. It's really hard to fit a new character into the squad even if I wanted to. Hell maybe even have trinkets that boosts EXP gains for lower level character...? Other than that I'm excited to see where this goes honestly! GL with the future of the dev'.

Azzie

*Potential Spoiler* Noticed if you get the 1st boss again from resurection it takes you back to the 1st coffinbug cut scene and resets the story from that point. Also noticed I lost all of my allies (appart from the core 3).

WyattMeyer

On the subject of balance changes - I'm not a big fan of Goblin's yoyo. Using it point blank it just bounces right off the first enemy and returns, doing low damage on a high cooldown. And if you "miss" and try to swing the yoyo like how I think you intended, like a spike ball on a rubber band, it doesn't do enough damage for how hard it is to use. Add ontop of that, while you are holding right click to keep swinging it, you can't make any matches. Maybe a good enough fix would be to make it not rebound when first throwing it out, but I don't know. Edit: on the subject of Yoyos, a crash involving it ___________________________________________ ############################################################################################ FATAL ERROR in action number 1 of Step Event0 for object obj_HeartBulletYoyo: Unable to find any instance for object index '192998' name '' at gml_Script_update_shape_HP ############################################################################################ -------------------------------------------------------------------------------------------- stack frame is gml_Script_update_shape_HP (line 0) gml_Object_obj_HeartBulletYoyo_Step_0 The yoyo and I were both inside of a shape enemy on the mushroom boss, and I let go of the attack button and caused this crash.

Prop

Currently have 7 orbs, trying to find the last one. I'm stuck with three different areas that I could look into but I have nothing really to look at, having explored every option that I've seen. 1. The mushroom tunnels, I've solved 5 different mushrooms problems but there's a sixth one that I can't find the right colors for. The symbol is sort of a Y shaped thing with no dots, there's a few mushrooms that are moving in circles but nothing else there. 2. Auria Tower there is a door in one of the middle floors that I cannot figure out how to open for the life of me, the floor below the one that we spawn in. 3. The Night Dome, there's the three keys at the top but I can't find any more star points to get more keys, especially since it says that there are only two left. Any hints towards how to unlock any of these sections or where to find the 8th orb would be appreciated! Love the game!

WyattMeyer

I can tell you for certain that there is a power orb behind the mushroom tunnel puzzle. On one of the earlier sections you can find the passcode to your current puzzle in an secret area in one of the very early areas of the tunnel. The way to open the passage, there is a tiny outline of one of the color wall diamonds that blends in the the background.

Zecks

there's a sixth mushroom puzzle? i havent even found the solution for the fifth yet. i believe the full 11 orbs are in the demo (im at 9), the right path on top of night dome has an orb but there is one more door than there are keys so you can't get everything...

Lee

To get items fast, generally you need to stack combo to 100 in each battle to get at least 2 items (50 for 1). To do this, you are supposed to overlevel the enemy and do not deal damage until the combo is stacked. Besides, there are 4 types of enemies in a single map, which is a bit too much, making things grindier too.

Prop

I'm also at 9 but the 2 I have earned since the post were both from the mushroom tunnel. The solution to the fifth one is located at the bottom of the tunnels, there's a secret entrance down to unlock the mushroom room at the bottom there where the solution is located. I then have to assume that the final 2 orbs for me to reach 11 is in the night dome then

Prop

I can no longer swap characters after upgrading a character to tier 4 :( I hope that I can keep my save file when there's a new bug fix update since it takes a lot of grinding to get the characters to a high enough of a level ___________________________________________ ############################################################################################ FATAL ERROR in action number 1 of Other Event: User Defined 2 for object obj_CharaSelectSpellCard: Push :: Execution Error - Variable Index [9020,5] out of range [1,-1] - -7.itemInfo(100002,288640005) at gml_Object_obj_CharaSelectSpellCard_Other_12 ############################################################################################

Nosebecc

This might not be what this bug is, but the second trinket slot currently causes issues. If you have equipped a trinket in that slot for any character, try removing it! I hope that will help, sorry about that...

Nosebecc

Thank you very much, I'll look into that! I've had a few people tell me they don't like yoyo, which surprised me since it's actually my favorite. I'll take a look at how it works and see if I want to change anything!

Nosebecc

I'm sorry about that, this will definitely be fixed in the next version. There is a way to get her in your party despite this bug through debug mode, I'll share more about this soon. Otherwise it's better to avoid reviving her for now. Thankfully her skeleton can be identified easily since it doesn't have arms nor legs, so it's possible to avoid picking her.

Nosebecc

Thank you very much! Yeah, there's definitely balance work to be done, the game is too grindy currently. I know it's not an excuse, but the reason it is that way is simply because I didn't have time to make it better. That will be improved in the next version!

Prop

Yep, that was it. Thanks!

Nosebecc

For sure, Shapes that can only be damaged with a charged shot is something I'd like to do! As Lee said getting a combo of 100 in a fight guarantees 2 drops, but I've also added the my turn system which allows you to redo a fight and guarantee one more additional drop each time you redo the fight. This is useful when looking for particular items without having to wander until you encounter the right monstergirl too many times. But then again, it's another one of these things I didn't have time to explain... Some NPC in Biscotti will explain that in a future version.

Nosebecc

Nice, thanks for the feedback! I'll make sure to fix that ^^

Prop

Only the right door at the top gave an orb so I'm currently at 10 but I'm not sure where the last one is

Azzie

Which ones have you found so far (9of11)?

Prop

There's the original 4 from the first demo, 2 more through boss fights, 1 in the woods, 2 in the mushroom tunnels and 1 in the night dome. I think there's one more out there but I haven't been able to find it

WyattMeyer

Maybe shot types just need a hover tip on the character stats screen to inform you how to use them? Maybe there's some way to do more damage that I just don't know about. The rope flashes multiple different colors and letting go of the mouse button draws the Yoyo back in, but I still don't feel like I do anything VS tanky enemies like the big mushrooms in the mushroom boss.

Azzie

is there not one in the tower? need to replay to confirm..

Prop

There is, just found it

Zecks

There's actually at least 12 orbs in the demo, so you can still get max rank even if you happen to use all the keys in Night Dome. For 1000 stars you really gotta scan every room carefully for the loose stars and switches for secret rooms.

Ionarr32

I love how this game combines two seemingly incompatible playstiles from shmup and matching puzzle games into a really solid battle system. I did also notice a couple issues if it helps: The first is that a shape being summoned onto the mouse cursor at the start of a battle can lead to a crash. This happens most often in the ghost girl fights when a zombie head is summoned. The second is that the revival system is a bit wonky in post game. Captain Klehs can be revived a second time and resets story progress. I also got a character that uses the zombie girl sprite out of battle, and a tiger girl's art in battle. Super solid demo overall though, very well done. Now if only I could figure out a way past that locked door in the tower area, it has me stumped.

Nosebecc

Tips should definitely be added in some form yeah, I'll make sure to do that! The rope does deal damage, and hitting enough shapes with it is how the yoyo's charge attack is charged. Letting go of the button can be a good trick to reel the yoyo back into an enemy yeah! Hitting a shape with the yoyo itself sends the yoyo flying back towards the cursor but doesn't actually reel it in, so you can keep going if you avoid the yoyo ^^

Nosebecc

Thank you very much! There is a rare crash that can occur during fights that I've had a lot of trouble identifying. This Shape spawn crash is a great lead, I'll definitely look into that! Thank you! Klehss is supposed to be revivable so she's playable in the demo, but the cutscene isn't supposed to trigger yeah, this will be fixed in the next version. You can still get her to join through debug mode, but otherwise it's better not to revive her at all for now (her skeleton has no arms and legs, so she's easy to avoid). Unlocking Klehss (Pirate captain): You should be able to unlock her by activating debug mode and pressing F12 during the cutscene that triggers after getting her, which will bring you back to exploration mode (the exploration controller might be inactive after that, in which case you won't be able to interact with anything. Pressing middle mouse click should turn it back on). After that, I believe Klehss will be unlocked without any side effect! As for the Zombie chibis, these are just placeholders for the girls who don't have an actual chibi sprite yet ^^ If the locked door you're mentioning is the one I'm thinking of, it might be better to start looking for secrets from the top of the tower! ^^

Ionarr32

Thanks for the tip, I'll definitely give it a try when I get the chance :) That's good to know about the additional characters too. I have a weak spot for RPGs where you can recruit tons of characters, so that is definitely a goal I'll go after. I'll try to do some more experimenting with the shapes crash and take better notes if I encounter it again too.

Azzie

alright i think im losing my mind, cant figure out how to open the middle door in the tower :(

Prop

Go a few floors up and you should be able to find a secret room to drop down to :)

Azzie

Not sure if this one was mentioned. My current save has story reset following klesh revival. Mushroom cave boss blackscreens on spawn, can click through it as its just graphical. sometimes crashes following the fight. 2nd. trying to use the pod to go back to sable or tower crashes if you have anyone except vuu and Rose in the party

Nosebecc

Weird, I knew about the Klehss thing but not the other 2... When you say the Mushroom cave boss blackscreens on spawn, do you remember the exact moment when the screen stays black? Is it during the cutscene? If possible, would you happen to have the error log that appears after the crash when using the pod?

Azzie

Sorry it blackscreens when transitioning to the cut scene and then remains black through it. decent delay before you can start clicking through it (sound cues working) iirc there's a slight "animation" going on initially which is likely the delay. Once clicked through I found it crashed the 1st 2 times I tried, then just....worked after that. could try again but would need to reset story with res klehss again (and I've 0shards even if I wanted to QQ). Can probably recreate the pod easily enough. I reset story with klehss and then tried to go somewhere with goblin in the party. got a transition error 3 times, worked when removed any characters not available in tower

Azzie

just to clarify, I mentioned the klehss earlier, it wasn't to report it again, it was to let you know my current save is in this state so I assume its the CAUSE of the other 2 bugs (shroom blackscreen and pod issue)

Nosebecc

Ooh that's what you meant! Yeah I misunderstood that, thanks for clarifying. There's a good chance that's wha caused this then yeah... I'll still look into it just in case, but that's good to know. Thank you! ^^ Also I'll be lowering the shard and magi prices, they're definitely too high currently.

Azzie

Initial economy is pretty good, never a big grind or a huge surplus from just playing the game and finding chests. One the limited drops/chests dry up Magi is fine mid-late game. it can be farmed with fights, items and the spell to increase drops. Shards is more of an issue as its much more RNG getting the spawns and also proportionally is needed more (I have thousands of magis with nothing to spend them on, but no shards for BE and res).

WyattMeyer

I agree with the economy being slighyly out of whack. I hadn't been able to grind much (Vuu is only level 13), but I have still had enough coins and gems to revive every bones available before the mushroom boss. I still have over 3k gems, but only 1k coins Also for the Mushroom boss black screen, I noticed its when you try to start the fight by pressing the red door switch in the BG. If you die once, "give up" to respawn at the save, and go back: The room will be bright, there is no mushroom boss with the UFO to smash, and the red door button is clickable (which starts the broken cutscene). The cutscene not resetting properly is probably able to happen with all boss cutscenes when you give up, but the mushroom boss is a huge difficulty spike that causes people to notice.

505

is it only me or smth why my cursor keep moving to lower right

Nosebecc

That one will be fixed in the next version! The reason for that is that this specific cutscene is triggered in a different way from the rest. Once the mushroom (which does look a bit like a UFO lol) is clicked, its state is set as active, then the cutscene starts. And in the same way a chest's state is set as active once opened so it can't be opened a second time when the player comes back, the mushroom doesn't appear again so the cutscene can't be triggered again after the fight. I hadn't thought of what would happen if you give up the fight instead though... But that will be an easy fix, thankfully.

Nosebecc

Ah sorry about that, the cursor does have some wonkiness going on in some rare cases, possibly related to your screen's resolution. If pressing "tab" to recalibrate doesn't fix it, you could try activating debug mode (left shift + enter key + F2), pressing F1 to unlock the cursor from the game window. I recommend deactivating debug mode afterwards through the same key combo. Though some puzzles later that require you to grab objects won't work anymore if the cursor is unlocked, so you might have to lock it again when that happens. Sorry about that, locking the cursor has always been an issue in GameMaker. I thought I had it, but some people have been experiencing issues like yours. I'll do my best to fix this!

Cobalt Comet

Not sure how to use debug mode. other than that haven't been able to find everything in the forest, mushroom caves or tower. Can't get past 1 door in the tower were that sling shot puzzle has one blue ball far off to one side. . Only found 9 orbs and you either hid the final key in Night dome really well or there were not enough of them.

Cobalt Comet

It took me forever to find all the stars in nightmare dome. One of the things I didn't realize was that the canons can be moved by grabbing the "gear" beneath the fire button and rolling your mouse wheel. Other than that with the constellations you just have to memorize which star connects to which other star. I just wack each of the stars and try to remember which one it connects to.

Cobalt Comet

I give up how do you get to the big purple mushroom area in the biscot tunnels that has a whit chest in it. Spent hours poking pulling and trying to beat that reeeeeeeaaaaaaalllllly long mushroom whaking game a second time but failed.

Nosebecc

Sorry about that, that minigame's timer will be extended a bit and I'll look into making it easier as well. You can use debug mode to get there for now though: Activate debug mode: Hold Left shift + Enter and press F2. You'll hear a small jingle indicating that debug mode has been activated. The same key combo can deactivate it, I recommend deactivating debug mode once you don't need it anymore. Once in debug mode, press Left control to activate the all doors open mode (dosn't apply to the current room). While this is active, all hidden doors will be revealed and all closed doors will be open. As for the Night Dome, there are 9 locks and 8 keys. There is one extra lock that I forgot to remove, which can only be accessed through debug mode.

Azzie

Is there a list of Debug Commands? Debug chime seems to work, but left control doesnt seem to do anything which I could notice at least (tested on tower red door and drop down secret passage, both while in different and corresponding rooms)

Cobalt Comet

Thank you. It was nice to have 100% completion. Can't wait for the story to continue but I know that will be a while.

Nosebecc

Weird... You don't need to hold it, just pressing it once after debug mode is activated will cause all doors to be open, even if the map doesn't say so. I'll be posting a list of debug commands soon yeah, I'm thinking a bit before the end of the month

Baeron

The door toggle unlocks all doors that you are not standing next to, so go one step away, then back to where you were, and the arrow should be unlocked to move there. It just doesn't update while you're staring directly at it. And no, you can't enter the Cafe, I tried.

Azzie

Yoyo Attack crash. Happened twice now, not entirely sure of the cause. Initially happened in debug mode after changing attack types a few times in a battle (star-gloves-yoyo etc). But reproduced it just flailing the yoyo as goblin vs a Cloud Shape there ___________________________________________ ############################################################################################ FATAL ERROR in action number 1 of Step Event0 for object obj_HeartBulletYoyo: Unable to find any instance for object index '205088' name '' at gml_Script_update_shape_HP ############################################################################################ -------------------------------------------------------------------------------------------- stack frame is gml_Script_update_shape_HP (line 0) gml_Object_obj_HeartBulletYoyo_Step_0

Nosebecc

I just fixed that one! It can trigger if you try to use the yoyo while the cursor is in the same spot as a shape (in particular if said Shape just spawned, but not always). This won't be a problem in the next version! Thanks for the report ^^

Cobalt Comet

___________________________________________ ############################################################################################ FATAL ERROR in action number 1 of Other Event: User Defined 12 for object obj_ChibiPlayer: trying to index a variable which is not an array at gml_Object_obj_ChibiPlayer_Other_22 ############################################################################################ Either nightmare or floating zombie.

Nosebecc

Thank you! That's Nightmare yeah. This will be fixed in the next build, which I'll upload in a few hours!