a fun combo for this game is fire lily or etheryllis with a javelin and obsidian spear, the fire lily is flower + fire, the ethyrillys is flower + plasma, the javelin is spear + wind and the obsidian spear is spear + obsidian. have fun with this combo! and try to change it and make it unique in your own way!
Hi, i have a problem with the recipe for crucible.
it says gravel + clay. but it gives you whetstone if you do that, also i have made crucible many times but somehow forgot how to please tell me the recipe.
Hey, sorry about that! There are some overlapped recipes, I'm trying to fix them as they come up. You should be able to do crucible with stone + clay though
Huh... Which browser are you using? I'll look into this, thanks for bringing it to my attention.
If nothing else, I haven't received any other issues about playing the game in Chrome. It's possible that older browsers like Internet Explorer, are unsupported by the current Unity version :( I'm planning to make a Windows build for the game which should hopefully circumvent these issues.
Ah, actually on second look, it seems like there was an issue with Itch's servers yesterday that cause this bug. Sorry about that! If it persists, let me know and I'll contact Itch staff.
also what are the recipes for the planter, sword and motor? ive been trying for a while now and i cant figure them out. also the courier kraft is awesome.
i love this game, ive been playing it nonstop since i found it a few days ago, i do however find it a bit annoying that drops can get knocked into places you cant get. will you fix that?
Thanks for enjoying the game! I can't really give an ETA on the next update right now in all honesty. We're aiming to have one in a month or so probably, but it could be a bit longer than that depending what our scope is.
Theres 2 main elements you need: A movement element (short cooldown) and an attack element. My personal choices for these are the terrarium and the thunder storm or sand storm. Keep these in mind in your runs, they can be a life saver.
A great attack element is the Thunderspear, and I still haven't found a great movement element yet. Thunderspear is seriously the MVP in most of my runs, though, and it's semi-cheap.
Thanks for the attack element man, and for movement here's my rule: when in doubt, use fire or lightning. Those two elements in my comment are some you can get on the literal first round. Terrarium is short cool down, medium knock back, and strong. The storms are good because they strong and once your on the second round you can upgrade them to tornadoes if you wait to get more elements.
That's an interesting strategy. I love the Terrarium too, but personally I won't touch any of the storms because they either last too short for their long recharge duration, and so giving small damage while leaving you vulnerable, or pull enemies closer to you, which is not something you would like.
My #1 combo is Clay, Light Bulb, and Water Lily. Alternatively I used to go with Harpoon instead of Light Bulb, but the purple dudes on later maps are a lot harder to defeat with it, so I mostly use the latter now. Fire Lily is a good replacement for Water Lily when I'm focusing on damage because it recharges much faster, hence giving more frequent widespread damage, compensating its lack of protection.
The downside of this style is, of course, it costs lots of Stone.
Hi, just checking in to say (you probably have known this) that if you do Kraft & Slash a google search, you will get results other than the official itch.io page and the Play Store app page. I don't know whether those sites has your permission or not, if they do, then I'll try playing it there too just to see if there's an unknown bug or anything. If they don't, I can try reporting them. :)
the flower recipe also has a bug. flower can be mad with water + planter but that doesn't show on its page. it just says planter + plant food and 1 undiscovered even when you find that water + planter = flower.
Heya, actually all these recipes aren't bugged. The recipes use a "trait" system, where every item in the game has traits. For example, Water is water, but it has the trait "plant food" since it can be used to make plants grow. Similarly, ice has the "water" element trait. Since there isn't an ice flower, water lily can be made with flower + ice since it would use the flower and the [water] trait from ice. The same thing happens with Wire + Spear to make thunder spear ([electricity] comes from wire).
As for the item getting stuck issue, I'm making it so the items will slowly magnetize to you when you're nearby in the next update. Sorry for the trouble with that.
And lastly, the hint system is definitely a bit lacking. I'll try to make it function better in the next update.
thank you so much for responding. i just started to have an issue with chrome where it says webGL is not supported on this browser, but the game works fine on chrome canary.
Sorry, I don't think I can help with that chrome issue :( I'll look into making a windows/mac build for the next update, hopefully that'll make the play experience nicer for desktop users. The game is targeted at Android/iOS though, so the play experience is definitely optimized for those platforms :)
also the recipe for thunder spear is messed up in the book. it says that all recipes are discovered when you find thunder + spear, but wire + spear also makes thunder spear. also sometimes when you find a new item it doesn't register in the book. the space where it should be shows a lock, but when you click it it will show the recipe page for the item. it happened with one of the spears, i think the ice spear.
also on some levels you can get an item stuck behind the hitbox of the level exit when you use weapons with strong knockback and good range like the javelin and ice spear.
does anyone know how i make plant food? it wont come up in hints and its annoying cause it makes it so that i cant make the flower and its derivatives along with grapes. also i feel like after you use a certain number of hints it just loops one hint. i had around 20 items left to find and it gave me the grape hint like 5 times in a row
I absolutely love this game, i’ve been playing it for days! i have every single item except for the sharp sword (i think that’s what it’s called, the one that looks like a knife) and i’m having trouble making the whetstone due to a possible bug. i’ve made it once before with clay and gravel, but i tried again and it made a crucible instead. it’s says there’s 5 more recipes for whetstone, could you possibly tell me one that might work? i can’t get it through the hint system, it only comes up with the recipe for the sharp sword. i’m playing on ios if that helps :)) can’t wait for more updates!!!
Actually we've been thinking about localization for a bit now and we're definitely interested. Come on over to our discord or shoot me an email at purejamgames@gmail.com and we can talk more about it :)
Hi! I've been playing the latest update, and the idea of having upgrades and stars is cool! It seems I can now buy recipe hints with stars too?
Now that many of the recipes are changed, are the more advanced items like Forge and Fridge still as needed as they were before?
Also, what will happen to Artificer? Will the recipes be different between the two games, or drastic game change be done instead?
Oh and if you don't mind, I'm curious whether there is a *magical item* in the older 0.9.0 pc build. I sometimes come back to play it, and seeing the numbers being stuck at 112/192 is making me thirsty of crafting something new.
Heyo! Glad you're enjoying the new update stuff :)
With forge/freezer, we'll probably try to find a better way to keep perma items (since it seems kinda sad to use an entire freezer and only get ice, lol). I don't think it's strictly necessary, but I think perma items are an alright middle ground that doesn't add too much complexity but still makes the crafting seem fair? Truthfully, I have problems with the crafting system as it is right now, and my dream is to eventually build a crafting system that isn't recipe based but is actually generative (think like actual chemistry).
Ahh, Artificer. The game is probably going to sit in its current state for a while - I think it'd take a lot of work to retrofit the crafting updates into Artificer, and we want to change the story anyways, so it's not really worth it right now.
And finally, new items - yes! I think I'll probably release little updates from this point forward with batches of items (which already exist from Artificer, but I have to design into weapons), some new levels, new enemies, etc. I actually added just one new item to this update, but that's not very much lol.
I came back today and found a new splash... and supposedly a bug.
Whenever I choose Save & Exit from the settings in the crafting screen after finishing the first level, then immediately return by clicking Continue, the drop items I have earned in that level will be gone.
I have tried reiterating the problem, and while there might be some variables I missed, this seem to affect both dropped elements and crafted items BUT leaving behind player-crafted items created before going to menu via Save & Exit.
I don't know yet if it is the same with the next levels because, well, I'm not wasting those precious items after the struggle :")
Oh and you might find something worth getting rid of in the settings in the crafting menu. Clue: it's blue, it has a cross on it, and it has a twin that functions exactly the same.
Okay, I found the bug and fixed it. As long as you do at least one craft before "saving and exiting", you shouldn't have a problem. I'm away from my main computer atm so I'll put the fix out this weekend.
-You took a crafting system from 1 game (and genre of game) and used it to create an entirely new game, in a style not seen before (by me atleast)!
-Every item I've witnessed has it's charms and appropriate-enough abilities! Ya got Thunderspear that does damage but can also split into Electricity attacks, ya got Sharp Axe which can deflect enemy shots, and deal pretty good damage, ya got Wave Urn which is super hard to craft but super powerful, and way more!
-There's so many items! I mean, how much creativity can one person/group of people have?!?
-The artstyle is super charming, every single image within the game looks good or better!
I could say even more if I wanted to.
Basically, well done Pure Jam Games! Ya did fantastically to the point where I made an account just to praise you on this game.
Also Motor's really interesting. A pain to craft, but interesting!
Thanks so much! This is one of the nicest comments we've received :o We're super glad that our attention to detail with art and item creation is appreciated, it takes forever to do haha.
I think you'll be happy when the new update comes out :)
i am just here to say that your game is getting good and the project is amazing, stay motivated, i know how make a game is hard and i realy apreciate yours determination,
Thanks so much! We're hard at work, and we're nearing the next big update! Lots of new stuff, so get excited!
Actually this weekend though, we're participating in GMTK 2020 making a totally different game! It's probably just be a one-weekend project, so it won't cut into Kraft and Slash work time too much :)
Thanks again for the encouragement, it means a lot.
Hi, sorry but we're not planning to do that. I'll repost our reasoning from an older comment:
"We're planning to keep shoot to move for this game. It's an intentional design choice, and we want to find a way to make that work really well. This game is being designed for mobile, and while it's possible to get a WASD-like movement scheme on mobile, we've decided to stick with shoot-to-move and make it the core of our design philosophy
There are a few reasons I think it's a good choice. It creates a need to discover new weapons to find better movement options. It adds an additional balancing dimension around weapons; items that block enemy movement or increase player movement would be redundant with WASD control (in other words, it gives more room to design cool items). And lastly, it's something I want to explore and try to make as good as possible, since very few games use shoot-to-move as their movement mechanic.
I know this doesn't really give you what you want, but I hope you understand why we've made these choices."
Try taking a balanced set of weapons into combat - I usually try to have a movement item (Air, Motor, etc), a long range or fast short range weapon (spear, thunder sword, rusty metal, bottled items, lightning, etc), and a "Block" item (concrete block, tree, dirt, wood, cactus, etc). Once I implement weapon stats, it should be easier to pick your items before going into combat. Hope that helps!
Hmm, like the Compendium where you look up elements? You've tried dragging to the right to close, yeah? Any chance you could look in the dev console and see if an error is showing up?
If you don't want to see the lose screen, try winning instead!
Just kidding, I'll think about it - you'd basically like the option to go right back to the main menu when you lose? That seems simple enough - Kotocca and I will talk about it.
Hey! Sorry, I'm not sure I fully understand - Do you want to skip the opening scene where Kraft comes out of Rolf's store and sees the monsters for the first time? Do you want to skip the "tutorial" level?
← Return to game
Comments
Log in with itch.io to leave a comment.
a fun combo for this game is fire lily or etheryllis with a javelin and obsidian spear, the fire lily is flower + fire, the ethyrillys is flower + plasma, the javelin is spear + wind and the obsidian spear is spear + obsidian. have fun with this combo! and try to change it and make it unique in your own way!
how do you make flower
Planter + Water.
Planter is made with Clay Pot and Dirt.
Clay Pot is made with Clay and Fire, Dirt is made with Wood and Stone.
Clay is made with Sand and Water.
Sand is made with Stone and Water OR Air.
or you could put dirt in a bottle and give it water.
o h m y g o s h
THANK YOU SO MUCH I COULDNT FIND DIRT XD
Another fun combo would be reed and magnet. I also used bottle for it too
Hi, i have a problem with the recipe for crucible.
it says gravel + clay. but it gives you whetstone if you do that, also i have made crucible many times but somehow forgot how to please tell me the recipe.
Thanks!
Hey, sorry about that! There are some overlapped recipes, I'm trying to fix them as they come up. You should be able to do crucible with stone + clay though
I just updated kraft & slash and whenever I try to open it it just says something along the lines of "abort"
Huh... Which browser are you using? I'll look into this, thanks for bringing it to my attention.
If nothing else, I haven't received any other issues about playing the game in Chrome. It's possible that older browsers like Internet Explorer, are unsupported by the current Unity version :( I'm planning to make a Windows build for the game which should hopefully circumvent these issues.
I was trying to log in using the itch.io desktop app, it worked fine when i used chrome though.
Ah, actually on second look, it seems like there was an issue with Itch's servers yesterday that cause this bug. Sorry about that! If it persists, let me know and I'll contact Itch staff.
also what are the recipes for the planter, sword and motor? ive been trying for a while now and i cant figure them out. also the courier kraft is awesome.
I don't know for Sword, but Planter is clay and dirt, for what I remember, and Motor is magnet and electricity, I think? Not sure about Motor.
ty!
Ok, i got it now.
Sword is Forge + Steel.
Forge = Crucible + Charcoal, I believe?
Crucible I don't remember the recipe for.
Planter is Clay Pot + Dirt.
Clay Pot = Clay + Air or Fire.
Motor is correct, for what I remember.
Clay + Dirt does it too. It is more efficient.
i love this game, ive been playing it nonstop since i found it a few days ago, i do however find it a bit annoying that drops can get knocked into places you cant get. will you fix that?
Yep, that fix will be coming in the next update for sure :)
thank you, when can i expect the next update?? (sorry it took so long for me to reply, ive been too busy grinding the game tryna beat it)
Thanks for enjoying the game! I can't really give an ETA on the next update right now in all honesty. We're aiming to have one in a month or so probably, but it could be a bit longer than that depending what our scope is.
Theres 2 main elements you need: A movement element (short cooldown) and an attack element. My personal choices for these are the terrarium and the thunder storm or sand storm. Keep these in mind in your runs, they can be a life saver.
A great attack element is the Thunderspear, and I still haven't found a great movement element yet. Thunderspear is seriously the MVP in most of my runs, though, and it's semi-cheap.
Thanks for the attack element man, and for movement here's my rule: when in doubt, use fire or lightning. Those two elements in my comment are some you can get on the literal first round. Terrarium is short cool down, medium knock back, and strong. The storms are good because they strong and once your on the second round you can upgrade them to tornadoes if you wait to get more elements.
That's an interesting strategy. I love the Terrarium too, but personally I won't touch any of the storms because they either last too short for their long recharge duration, and so giving small damage while leaving you vulnerable, or pull enemies closer to you, which is not something you would like.
My #1 combo is Clay, Light Bulb, and Water Lily. Alternatively I used to go with Harpoon instead of Light Bulb, but the purple dudes on later maps are a lot harder to defeat with it, so I mostly use the latter now. Fire Lily is a good replacement for Water Lily when I'm focusing on damage because it recharges much faster, hence giving more frequent widespread damage, compensating its lack of protection.
The downside of this style is, of course, it costs lots of Stone.
How do you get the terrarium?
Hi, just checking in to say (you probably have known this) that if you do Kraft & Slash a google search, you will get results other than the official itch.io page and the Play Store app page. I don't know whether those sites has your permission or not, if they do, then I'll try playing it there too just to see if there's an unknown bug or anything. If they don't, I can try reporting them. :)
and again
this happened again
can you add a sandbox mode or at least something like an endless mode for when you finish the game to make it easier to experiment?
the recipe for water lily is bugged. it says that the only recipe is water + flower but water lily also results from ice + flower
there is an item that i cant get on a cache of trouble because it gets knocked behind the log somehow
the flower recipe also has a bug. flower can be mad with water + planter but that doesn't show on its page. it just says planter + plant food and 1 undiscovered even when you find that water + planter = flower.
Heya, actually all these recipes aren't bugged. The recipes use a "trait" system, where every item in the game has traits. For example, Water is water, but it has the trait "plant food" since it can be used to make plants grow. Similarly, ice has the "water" element trait. Since there isn't an ice flower, water lily can be made with flower + ice since it would use the flower and the [water] trait from ice. The same thing happens with Wire + Spear to make thunder spear ([electricity] comes from wire).
As for the item getting stuck issue, I'm making it so the items will slowly magnetize to you when you're nearby in the next update. Sorry for the trouble with that.
And lastly, the hint system is definitely a bit lacking. I'll try to make it function better in the next update.
Sorry for the misunderstandings!
thank you so much for responding. i just started to have an issue with chrome where it says webGL is not supported on this browser, but the game works fine on chrome canary.
Sorry, I don't think I can help with that chrome issue :( I'll look into making a windows/mac build for the next update, hopefully that'll make the play experience nicer for desktop users. The game is targeted at Android/iOS though, so the play experience is definitely optimized for those platforms :)
there is a bug with the recipe for plant. it says that all recipes have been discovered with plant food + dirt but water + dirt also makes plant
you should make this game can get download
also the recipe for thunder spear is messed up in the book. it says that all recipes are discovered when you find thunder + spear, but wire + spear also makes thunder spear. also sometimes when you find a new item it doesn't register in the book. the space where it should be shows a lock, but when you click it it will show the recipe page for the item. it happened with one of the spears, i think the ice spear.
also on some levels you can get an item stuck behind the hitbox of the level exit when you use weapons with strong knockback and good range like the javelin and ice spear.
does anyone know how i make plant food? it wont come up in hints and its annoying cause it makes it so that i cant make the flower and its derivatives along with grapes. also i feel like after you use a certain number of hints it just loops one hint. i had around 20 items left to find and it gave me the grape hint like 5 times in a row
I absolutely love this game, i’ve been playing it for days! i have every single item except for the sharp sword (i think that’s what it’s called, the one that looks like a knife) and i’m having trouble making the whetstone due to a possible bug. i’ve made it once before with clay and gravel, but i tried again and it made a crucible instead. it’s says there’s 5 more recipes for whetstone, could you possibly tell me one that might work? i can’t get it through the hint system, it only comes up with the recipe for the sharp sword. i’m playing on ios if that helps :)) can’t wait for more updates!!!
Hi, sorry about the trouble! A recipe for whetstone that should work is sand + iron.
Thank you!! That's so nice of you to say :)
Hello, congrats for your game's release, its a blast to play!
I was wondering if you are interested in getting it translated into Spanish, please let me know, I can do it for free.
Hey, thank you for the kind words!
Actually we've been thinking about localization for a bit now and we're definitely interested. Come on over to our discord or shoot me an email at purejamgames@gmail.com and we can talk more about it :)
Hi! I've been playing the latest update, and the idea of having upgrades and stars is cool! It seems I can now buy recipe hints with stars too?
Now that many of the recipes are changed, are the more advanced items like Forge and Fridge still as needed as they were before?
Also, what will happen to Artificer? Will the recipes be different between the two games, or drastic game change be done instead?
Oh and if you don't mind, I'm curious whether there is a *magical item* in the older 0.9.0 pc build. I sometimes come back to play it, and seeing the numbers being stuck at 112/192 is making me thirsty of crafting something new.
Heyo! Glad you're enjoying the new update stuff :)
With forge/freezer, we'll probably try to find a better way to keep perma items (since it seems kinda sad to use an entire freezer and only get ice, lol). I don't think it's strictly necessary, but I think perma items are an alright middle ground that doesn't add too much complexity but still makes the crafting seem fair? Truthfully, I have problems with the crafting system as it is right now, and my dream is to eventually build a crafting system that isn't recipe based but is actually generative (think like actual chemistry).
Ahh, Artificer. The game is probably going to sit in its current state for a while - I think it'd take a lot of work to retrofit the crafting updates into Artificer, and we want to change the story anyways, so it's not really worth it right now.
And finally, new items - yes! I think I'll probably release little updates from this point forward with batches of items (which already exist from Artificer, but I have to design into weapons), some new levels, new enemies, etc. I actually added just one new item to this update, but that's not very much lol.
I came back today and found a new splash... and supposedly a bug.
Whenever I choose Save & Exit from the settings in the crafting screen after finishing the first level, then immediately return by clicking Continue, the drop items I have earned in that level will be gone.
I have tried reiterating the problem, and while there might be some variables I missed, this seem to affect both dropped elements and crafted items BUT leaving behind player-crafted items created before going to menu via Save & Exit.
I don't know yet if it is the same with the next levels because, well, I'm not wasting those precious items after the struggle :")
Oh and you might find something worth getting rid of in the settings in the crafting menu. Clue: it's blue, it has a cross on it, and it has a twin that functions exactly the same.
Ah, thanks for the find. I'll look into it.
Okay, I found the bug and fixed it. As long as you do at least one craft before "saving and exiting", you shouldn't have a problem. I'm away from my main computer atm so I'll put the fix out this weekend.
instead of making you start over it should be you restart the level or its really tedious
What a great idea that way i dont lose all of my stuff and rage quit
yall are amazing and nice suggestion
💧-_-⭐
✋ ♠ ♦✋
👖
Lol nice hisoka reference
thanks im binging and hiskoa the psychopath is cool but a psychopath
I love basically everything about this game!
-You took a crafting system from 1 game (and genre of game) and used it to create an entirely new game, in a style not seen before (by me atleast)!
-Every item I've witnessed has it's charms and appropriate-enough abilities! Ya got Thunderspear that does damage but can also split into Electricity attacks, ya got Sharp Axe which can deflect enemy shots, and deal pretty good damage, ya got Wave Urn which is super hard to craft but super powerful, and way more!
-There's so many items! I mean, how much creativity can one person/group of people have?!?
-The artstyle is super charming, every single image within the game looks good or better!
I could say even more if I wanted to.
Basically, well done Pure Jam Games! Ya did fantastically to the point where I made an account just to praise you on this game.
Also Motor's really interesting. A pain to craft, but interesting!
Thanks so much! This is one of the nicest comments we've received :o We're super glad that our attention to detail with art and item creation is appreciated, it takes forever to do haha.
I think you'll be happy when the new update comes out :)
- Dpodz
i cant stop playing this game lol its amazing
Is it just me or something but I can't make steel for odd reason...
You just combine the forge and iron right?
And please in the next update, have a hint system for the player's sanity please ;-;
Heya,
The last patch we actually removed Cast Iron from the item list, and made the recipe for steel into "Iron + Fire".
What do you mean by hint system? In the coming update there will be a way to find undiscovered items, is that what you mean?
In any case, thanks for playing our game! We hope you'll be happy with the next update.
- Dan
are you working on a big update?
Yep! We have tons of new stuff, we're just polishing up at this point.
thank god i thought you abandoned it, i really like the game and its very fun to discover new powerfull weapons
i got me first win
Nice! The game is really fun but needs a bit of polish.
Hi! i really enjoy this game and i'm wondering if there is a way to download it on desktop?
Hi there! I'll look into making a desktop build for our next update.
This game is amazing! I love obsidian spear, motor, air combination!
I just want a continue from last level after losing the game. :D
obsidian spear, water lily, air is even better :O
great game although i would enjoy some way to test weapons without using them in the level
Thanks! The test feature is coming in the next update ☺️
Also great name, I've been humming the pillar man theme ever since you followed us a few days ago lol
cant wait to see that
my current favorite loadout is javelin, sandstorm, fishing net
p.s. ayayayayay
eh eh eh eh eh
i am just here to say that your game is getting good and the project is amazing, stay motivated, i know how make a game is hard and i realy apreciate yours determination,
Good luck!
Thanks so much! We're hard at work, and we're nearing the next big update! Lots of new stuff, so get excited!
Actually this weekend though, we're participating in GMTK 2020 making a totally different game! It's probably just be a one-weekend project, so it won't cut into Kraft and Slash work time too much :)
Thanks again for the encouragement, it means a lot.
- Dpodz
Hi there! Didn't realize Kindle had a different app store. I'll look into it and see if I can make an APK and/or upload one to Itch for you.
make it so you can actually move with the arrows/wasd please
Hi, sorry but we're not planning to do that. I'll repost our reasoning from an older comment:
"We're planning to keep shoot to move for this game. It's an intentional design choice, and we want to find a way to make that work really well. This game is being designed for mobile, and while it's possible to get a WASD-like movement scheme on mobile, we've decided to stick with shoot-to-move and make it the core of our design philosophy
There are a few reasons I think it's a good choice. It creates a need to discover new weapons to find better movement options. It adds an additional balancing dimension around weapons; items that block enemy movement or increase player movement would be redundant with WASD control (in other words, it gives more room to design cool items). And lastly, it's something I want to explore and try to make as good as possible, since very few games use shoot-to-move as their movement mechanic.
I know this doesn't really give you what you want, but I hope you understand why we've made these choices."
- Dpodz
i see, thats ok then
Try taking a balanced set of weapons into combat - I usually try to have a movement item (Air, Motor, etc), a long range or fast short range weapon (spear, thunder sword, rusty metal, bottled items, lightning, etc), and a "Block" item (concrete block, tree, dirt, wood, cactus, etc). Once I implement weapon stats, it should be easier to pick your items before going into combat. Hope that helps!
- Dpodz
lol we use the same strategy.
Tip: use the Better WebGL template from github instead of the default
Cool, thanks for the tip. I'll check it out.
- Dpodz
Pop up menu with the elements is bugged and can't be closed.
Hmm, like the Compendium where you look up elements? You've tried dragging to the right to close, yeah? Any chance you could look in the dev console and see if an error is showing up?
- Dpodz
This is an amazing game. Can we have a "Skip" button appear when you get a Game Over, and you can skip the scene? Hope I made sense. Thanks!
If you don't want to see the lose screen, try winning instead!
Just kidding, I'll think about it - you'd basically like the option to go right back to the main menu when you lose? That seems simple enough - Kotocca and I will talk about it.
- Dpodz
Yes, the Krafting screen perhaps. I'm intimidated by the enemies :( Skip the introduction scenes*
Hey! Sorry, I'm not sure I fully understand - Do you want to skip the opening scene where Kraft comes out of Rolf's store and sees the monsters for the first time? Do you want to skip the "tutorial" level?
Both of them?-