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?
That's actually one of the ideas I'm planning to try out! I'm not sure when our next patch will be but hopefully I'll get the combat stats finished for then.
Not sure if it's a problem with cromebooks, but I can't get past the first level. It may be a mistake on my part though, but I can't reach the rest of what seems to be a beautiful game without beating it ;-;
Hmm, well that's concerning. Unfortunately I don't have access to a chromebook to troubleshoot, do you think you could hop into our Discordfor a bit and help me figure it out?
Yeah, I had the same problem with other WebGL Unity projects. However, I do also have a laptop with windows. And yes, it does have the play store! I'll be back to rain praise soon! :)
restarting the whole game is too harsh of a punishment when you can't even move without weapons and have only health, make the player either more mobile or more tanky.
Thanks for the feedback! I'm not entirely happy with the difficulty level either, but I do think the game isn't far off the difficulty level I'd like. I'm comfortable with the game being decently hard. However, we're planning to add more progression mechanics so you can level up and get stronger between runs, so hopefully that helps remedy the feeling of frustration when you lose.
Additionally, once we get combat stats and level previews into the game, you'll be able to make better decisions about what to take with you into each level.
Hope these changes will do something to address your concerns, even if indirectly. Cheers!
what im thinking is take the player out of the cart and give him wasd movement, simple as that, it doesn't even have to be that much, just fast enough to dodge a few attacks, and you can keep the boost from using weapons, as combining both those movement methods will make a higher skill cap, allowing strafeing, dodging ranged attacks better, better meneuvering around enemies, and so much more, it will fix so many problems.
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.
well my idea was to combine the two movement methods, allowing for both shootboosting and strafing, making the character agile instead of clunky, as the more clunky the controls the more permadeath will make you rage, and i think that combining simple wasd movement with shoot to move will make a game with a high skillcap and many ways to maneuver around your enemies.
okay! kept playing, but then i got a glitch? an enemy dropped a fridge, but when i got to the crafting screen, i had the forge unlocked too, all of the base elements were set to zero, if you try to do anything with the base elements or forge/fridge, it doesnt show up on the crafting table and you get the message about "you can't craft with two of the same items" and you can't advance to the next level? which kinda sucks.
i was having fun with crafting different flowers. i was super surprised the first time when the waterlily turned out to have such a huge range. i got the waterlily, firelily, cactus, goldenrod, and the cherry blossom.
but like, on another note?
i noticed that you can't see enemy projectiles behind trees, which makes it hard to dodge them sometimes. plus, having so many props means that sometimes the projectile bouncing gets a bit crazy? like, you can wedge yourself between the rocks and the bottom of the level in the first level and end up shooting backwards.
i mostly notice since i never use melee weapons. since, aside from the fire sword, they all kinda have a short range? i don't like getting anywhere close to enemies, since 3 hp + enemies that do damage on contact + weapon you have to get up close to use...
anyways! looking forward to keeping up with this game!
Hey there! Thanks for finding this bug, it ended up being the source of a number of small bugs on my to-do list (like items only sometimes staying equipped when you go into the crafting), so it was actually a huge help! I've fixed the bugs and they'll be working in the next update. Unfortunately, you'll have to avoid picking up fridges (and forges?) for the time being :(
I'll try some things to make projectiles appear behind trees, and if it doesn't affect performance I'll keep it in. The current solution where only the player and enemies behind trees make the trees go translucent was a mid-way solution keeping performance in mind, but I never actually tested with projectiles as well.
As for the melee vs projectile discussion, I agree with your sentiment. I think the problem is that melee weapons don't push the player back when they hit an enemy, which means that you'll continue moving towards an enemy even when you hit them (i.e. knockback is only applied to the enemy but not to the player, creating an awkward feeling "collision"). I think if I fix this so that the player is knocked back as well, melee weapons will feel a lot safer to use.
Thanks again for all your feedback. It helps a ton!
After doing some testing with melee weapons knocking back the player, I think they feel much better and safer to use. Instead of lunging forward and the player hitting into the enemy, it knocks you back a bit so you maintain distance between you and the enemy. Feels pretty good!
If you're interested in beta testing, hop on our discord and let's talk :)
i really love this game as a concept because it's cute and i like trying to make different combos but like?? it's also kind of frustrating but for mostly avoidable reasons, and by that i mean the movement system.
it's awkward to try and shoot things sometimes because you can lunge but end up too close or shoot a projectile and then end up moving backwards and have to awkwardly shuffle back into position.
it makes it harder than it has to be to try and dodge attacks, which, when combined with the fact that you only have three hp means you have a lot of avoidable game overs.
plus, the ambushes that start around level four are really rude on a conceptual level. if you go for the sword, you're surrounded with trees and things that will kill you when you run into them. if you ignore it and go for the exit, there's an ambush of fast-moving monsters.
it would also be nice to know what exactly each attack will do in battle beforehand, but i saw that there's a combat stats in the compendium, so i'm sure you've got that covered.
anyways, thanks for this cute game! i love the graphics update and cat puns and i'm looking forward to what it'll end up becoming!
Thanks a bunch for all the feedback! It helps to hear what people like and dislike.
The "shoot to move" mechanic is by far the most contentious issue people have with the game. Some people really like it, and others really really dislike it. For the time being, we're planning to keep this mechanic since our target is mobile devices, and we like this control scheme on mobile. If we decide to move to PC or console, we'll definitely have to reconsider.
On that note, I do like the fact that shoot-to-move has a decision making balance where you're incentivized to select a variety of movement, damage, and utility items. I want to try and play up this decision making process by giving the player more foresight as to what the coming level will be like. On the other hand, the shoot-to-move design does mean that I have to carefully balance the weapons to make sure that none are too powerful or too weak in that regard.
The ambushes - thanks for bringing that to my attention! I'll definitely reconsider where and how often they're used. I'm planning to add a metagame progression to the game (bonus hearts, shielding, damage bonuses, etc), and I'm considering the idea of giving enemies a chance to drop hearts so the player can restore some health in combat. For the time being, I'll definitely do some adjusting to give the player more time to respond to ambushes. That said, I do really like the sword in the stone ambush, and I've gotten a lot of positive feedback on that one.
Lastly, thanks for your comment on combat stats! I'm still working on the best implementation, but I hope once I get it in it'll satisfy what you're looking for :)
oh, the shoot to move would definitely make more sense on a mobile device. i keep playing this game on a computer.
needing to know how long the cooldowns last for each attack is a huge part of why i'm eagerly awaiting the combat stats for the compendium, since right now i'm just kind of hoping and guessing when i'm experimenting with builds.
the sword in the stone ambush is like, it's kinda obvious that it's a trap, but even if you know it's coming it's hard to deal with? since you're surrounded by trees AND oncoming enemies with not that long to react? i'm seriously glad you're gonna be addressing the ambushes!
as for combat stats, i'm looking to find out cooldown times, attack range, attack power, and how it helps you move. it would be kinda cool if you could see the attack animation, but it's way more important to find out if "you're moved backward after throwing this projectile" means "you summon a bunch of dirt that can deflect projectiles" or "you throw a rock at things"
thanks! it's a relief that you're taking feedback into account!
how do I make a magnet, I've gotten them before from monsters but I don't know how to craft them I need this recipe so I can make motors, this game is really complex but in a good way, I feel like i'm expanding my brain, thank you.
The two simplest ways to make a Magnet are Iron + Lightning and Wire + Iron.
We've got a big update coming tomorrow or the day after and these are the recipes we have for the coming version (v0.10.1), but I'm not certain they're in the version you're playing (v0.9.1). Give us a couple days though and we'll have lots of new stuff :)
Thanks so much for your kind comments, we love to hear that people are enjoying our games. Cheers!
this game is my favorite game that i play in my browser, I am a fan of this, I enjoy the fact that anything and everything is a weapon, one of my favorites is the javelin (stick+air) it is good for mobility, hits like a truck, insane range, and doesn't take five years to reload. great job on this game, kinda sad tho when i have to restart the whole game you could add checkpoint levels every now and then.
-PineappleLord
*edit* new favorite weapon is lightbulbs, they scare me a little and i'm the one using them
Hi! Is there a way to make the electric fan thing, or is it only an enemy drop? I don't even know it's name, I saw it once but it was gone before I acquired it because I was too busy fighting other monsters.
Hello! Every item you get from enemies is attainable from crafting as well :)
In the next update of the game, we'll have features to help you find out how to make items discovered from enemy drops. But for now, you can make the electric fan by using a motor and air (and motor you get from magnet + wire)
Thanks for answering :) I'm stuck on 108/192 now, can't figure out the rest 84 items. Could you suggest some.. really complex item for a crafting goal? And about the favorite in the menu, is it actually intended to show Kraft's, not the player's, favorite item?
The favourite item feature actually isnt working haha, I meant to take it out before this build but i forgot.
Truthfully, the max item count is lower than the one shown because I didn't finish making all the items in time for this release, so a number of items didn't make it in. The actual number for this build is (i believe) 140. I don't have the exact number cause we've done work since then, but there are some cool features coming in the next version to help out with that.
A few items that might help you out for now:
There are 5 sword variants, 7 spear variants, 8 types of flowers (cherry blossom, cactus, fire lily, etc), some weird items like a refrigerator, shaved ice, bowl and spoon, bowl and chopsticks, luminous tube, magic wand, bottled axe, bottle of firewater, terrarium...
Hopefully these suggestions lead you in the right direction!
Well, i had got the swords (fire, lightning, ice, tempered, and broad sword), 3 of the spears (fire, lightning, and obsidian spear), 5 of the flowers (water and fire lily, etherillys, goldenrod, cherry blossom).
I found that clay + stick doesn't always make bowl and chopsticks. It makes spear instead in some browsers, disabling me from getting b&c..
That's strange. We've done a lot of work on the combo charts since the current released update, so it could be the case, but in our current charts stick + stone and stick + iron are the only ways to make a spear.
In any case, stick + clay pot should be a surefire way to get bowl & chopsticks. Hope that works!
Of the flowers, you're still missing reed, cactus, rose, and orchid.
The anvil is the "forge" item. You can get it by crafting a crucible with coal. It's what we call a permanent item - once you make the forge, you can use it as many times as you want for the rest of your run. It's used with metals to make swords and other items like that.
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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?-
Hey, here is an idea for the combat stats:
make a litle Gif of crafting using the itten in combat in the side of the stats
That's actually one of the ideas I'm planning to try out! I'm not sure when our next patch will be but hopefully I'll get the combat stats finished for then.
- Dpodz
Not sure if it's a problem with cromebooks, but I can't get past the first level. It may be a mistake on my part though, but I can't reach the rest of what seems to be a beautiful game without beating it ;-;
Hi there,
Do you mean that the level doesn't end when you reach the picnic blanket beyond the rocks?
- Dpodz
Yep. That's exactly it! I really want to play it and compliment yall on the game, but the picnic basket doesn't end the level.
Hmm, well that's concerning. Unfortunately I don't have access to a chromebook to troubleshoot, do you think you could hop into our Discordfor a bit and help me figure it out?
- Dpodz
Oh hey, does Chrome OS include the Google Play Store? Cause if so, you might be able to download the app from there.
Edit: From what I've read online, Unity apps don't work on Chromebooks :(
Yeah, I had the same problem with other WebGL Unity projects. However, I do also have a laptop with windows. And yes, it does have the play store! I'll be back to rain praise soon! :)
Same thing happens to me but on windows 10
Oh no :( Could you help me debug this issue? If you could try these steps for me that'd help a ton:
If you do this, it'll help me figure out what's going wrong. Thank you!!
- Dpodz
Thanks for pointing out the issue! I found the error and I'm working to fix it asap. Hopefully can update by tomorrow
Just fixed the error and uploaded the update. Let me know if you're still having troubles!
Ahh, I found the bug! I'll fix it asap, sorry about that :(
THE GAME UPDATED, YAAAAA!!!!!!!!!!!!!!!!!!
I will say very dumb thing, but i need to say
add more fishnet (water fishnet, fire fishnet, thunder fishnet)
this iten is so GOOOOOOOOD
Perhaps we'll have some ways that the player can augment their own items in the future. Who knows? 👀
- Dpodz
👀
restarting the whole game is too harsh of a punishment when you can't even move without weapons and have only health, make the player either more mobile or more tanky.
Hello,
Thanks for the feedback! I'm not entirely happy with the difficulty level either, but I do think the game isn't far off the difficulty level I'd like. I'm comfortable with the game being decently hard. However, we're planning to add more progression mechanics so you can level up and get stronger between runs, so hopefully that helps remedy the feeling of frustration when you lose.
Additionally, once we get combat stats and level previews into the game, you'll be able to make better decisions about what to take with you into each level.
Hope these changes will do something to address your concerns, even if indirectly. Cheers!
- Dpodz
what im thinking is take the player out of the cart and give him wasd movement, simple as that, it doesn't even have to be that much, just fast enough to dodge a few attacks, and you can keep the boost from using weapons, as combining both those movement methods will make a higher skill cap, allowing strafeing, dodging ranged attacks better, better meneuvering around enemies, and so much more, it will fix so many problems.
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.
Cheers,
- Dpodz
well my idea was to combine the two movement methods, allowing for both shootboosting and strafing, making the character agile instead of clunky, as the more clunky the controls the more permadeath will make you rage, and i think that combining simple wasd movement with shoot to move will make a game with a high skillcap and many ways to maneuver around your enemies.
I like the 'no move' idea, it's hard sometimes, but i realy like it. please dont change this
okay! kept playing, but then i got a glitch? an enemy dropped a fridge, but when i got to the crafting screen, i had the forge unlocked too, all of the base elements were set to zero, if you try to do anything with the base elements or forge/fridge, it doesnt show up on the crafting table and you get the message about "you can't craft with two of the same items" and you can't advance to the next level? which kinda sucks.
i was having fun with crafting different flowers. i was super surprised the first time when the waterlily turned out to have such a huge range. i got the waterlily, firelily, cactus, goldenrod, and the cherry blossom.
but like, on another note?
i noticed that you can't see enemy projectiles behind trees, which makes it hard to dodge them sometimes. plus, having so many props means that sometimes the projectile bouncing gets a bit crazy? like, you can wedge yourself between the rocks and the bottom of the level in the first level and end up shooting backwards.
i mostly notice since i never use melee weapons. since, aside from the fire sword, they all kinda have a short range? i don't like getting anywhere close to enemies, since 3 hp + enemies that do damage on contact + weapon you have to get up close to use...
anyways! looking forward to keeping up with this game!
Hey there! Thanks for finding this bug, it ended up being the source of a number of small bugs on my to-do list (like items only sometimes staying equipped when you go into the crafting), so it was actually a huge help! I've fixed the bugs and they'll be working in the next update. Unfortunately, you'll have to avoid picking up fridges (and forges?) for the time being :(
I'll try some things to make projectiles appear behind trees, and if it doesn't affect performance I'll keep it in. The current solution where only the player and enemies behind trees make the trees go translucent was a mid-way solution keeping performance in mind, but I never actually tested with projectiles as well.
As for the melee vs projectile discussion, I agree with your sentiment. I think the problem is that melee weapons don't push the player back when they hit an enemy, which means that you'll continue moving towards an enemy even when you hit them (i.e. knockback is only applied to the enemy but not to the player, creating an awkward feeling "collision"). I think if I fix this so that the player is knocked back as well, melee weapons will feel a lot safer to use.
Thanks again for all your feedback. It helps a ton!
- Dpodz
After doing some testing with melee weapons knocking back the player, I think they feel much better and safer to use. Instead of lunging forward and the player hitting into the enemy, it knocks you back a bit so you maintain distance between you and the enemy. Feels pretty good!
If you're interested in beta testing, hop on our discord and let's talk :)
- Dpodz
i really love this game as a concept because it's cute and i like trying to make different combos but like?? it's also kind of frustrating but for mostly avoidable reasons, and by that i mean the movement system.
it's awkward to try and shoot things sometimes because you can lunge but end up too close or shoot a projectile and then end up moving backwards and have to awkwardly shuffle back into position.
it makes it harder than it has to be to try and dodge attacks, which, when combined with the fact that you only have three hp means you have a lot of avoidable game overs.
plus, the ambushes that start around level four are really rude on a conceptual level. if you go for the sword, you're surrounded with trees and things that will kill you when you run into them. if you ignore it and go for the exit, there's an ambush of fast-moving monsters.
it would also be nice to know what exactly each attack will do in battle beforehand, but i saw that there's a combat stats in the compendium, so i'm sure you've got that covered.
anyways, thanks for this cute game! i love the graphics update and cat puns and i'm looking forward to what it'll end up becoming!
Hi there,
Thanks a bunch for all the feedback! It helps to hear what people like and dislike.
The "shoot to move" mechanic is by far the most contentious issue people have with the game. Some people really like it, and others really really dislike it. For the time being, we're planning to keep this mechanic since our target is mobile devices, and we like this control scheme on mobile. If we decide to move to PC or console, we'll definitely have to reconsider.
On that note, I do like the fact that shoot-to-move has a decision making balance where you're incentivized to select a variety of movement, damage, and utility items. I want to try and play up this decision making process by giving the player more foresight as to what the coming level will be like. On the other hand, the shoot-to-move design does mean that I have to carefully balance the weapons to make sure that none are too powerful or too weak in that regard.
The ambushes - thanks for bringing that to my attention! I'll definitely reconsider where and how often they're used. I'm planning to add a metagame progression to the game (bonus hearts, shielding, damage bonuses, etc), and I'm considering the idea of giving enemies a chance to drop hearts so the player can restore some health in combat. For the time being, I'll definitely do some adjusting to give the player more time to respond to ambushes. That said, I do really like the sword in the stone ambush, and I've gotten a lot of positive feedback on that one.
Lastly, thanks for your comment on combat stats! I'm still working on the best implementation, but I hope once I get it in it'll satisfy what you're looking for :)
Cheers,
- Dpodz
oh, the shoot to move would definitely make more sense on a mobile device. i keep playing this game on a computer.
needing to know how long the cooldowns last for each attack is a huge part of why i'm eagerly awaiting the combat stats for the compendium, since right now i'm just kind of hoping and guessing when i'm experimenting with builds.
the sword in the stone ambush is like, it's kinda obvious that it's a trap, but even if you know it's coming it's hard to deal with? since you're surrounded by trees AND oncoming enemies with not that long to react? i'm seriously glad you're gonna be addressing the ambushes!
as for combat stats, i'm looking to find out cooldown times, attack range, attack power, and how it helps you move. it would be kinda cool if you could see the attack animation, but it's way more important to find out if "you're moved backward after throwing this projectile" means "you summon a bunch of dirt that can deflect projectiles" or "you throw a rock at things"
thanks! it's a relief that you're taking feedback into account!
how do I make a magnet, I've gotten them before from monsters but I don't know how to craft them I need this recipe so I can make motors, this game is really complex but in a good way, I feel like i'm expanding my brain, thank you.
-PineappleLord
Haha, wrinkle that brain!
The two simplest ways to make a Magnet are Iron + Lightning and Wire + Iron.
We've got a big update coming tomorrow or the day after and these are the recipes we have for the coming version (v0.10.1), but I'm not certain they're in the version you're playing (v0.9.1). Give us a couple days though and we'll have lots of new stuff :)
Thanks so much for your kind comments, we love to hear that people are enjoying our games. Cheers!
- Dpodz
this game is my favorite game that i play in my browser, I am a fan of this, I enjoy the fact that anything and everything is a weapon, one of my favorites is the javelin (stick+air) it is good for mobility, hits like a truck, insane range, and doesn't take five years to reload. great job on this game, kinda sad tho when i have to restart the whole game you could add checkpoint levels every now and then.
-PineappleLord
*edit* new favorite weapon is lightbulbs, they scare me a little and i'm the one using them
stick and air dont make anything can you please fix this comment
Hi! Is there a way to make the electric fan thing, or is it only an enemy drop? I don't even know it's name, I saw it once but it was gone before I acquired it because I was too busy fighting other monsters.
Hello! Every item you get from enemies is attainable from crafting as well :)
In the next update of the game, we'll have features to help you find out how to make items discovered from enemy drops. But for now, you can make the electric fan by using a motor and air (and motor you get from magnet + wire)
Thanks for answering :) I'm stuck on 108/192 now, can't figure out the rest 84 items. Could you suggest some.. really complex item for a crafting goal? And about the favorite in the menu, is it actually intended to show Kraft's, not the player's, favorite item?
The favourite item feature actually isnt working haha, I meant to take it out before this build but i forgot.
Truthfully, the max item count is lower than the one shown because I didn't finish making all the items in time for this release, so a number of items didn't make it in. The actual number for this build is (i believe) 140. I don't have the exact number cause we've done work since then, but there are some cool features coming in the next version to help out with that.
A few items that might help you out for now:
There are 5 sword variants, 7 spear variants, 8 types of flowers (cherry blossom, cactus, fire lily, etc), some weird items like a refrigerator, shaved ice, bowl and spoon, bowl and chopsticks, luminous tube, magic wand, bottled axe, bottle of firewater, terrarium...
Hopefully these suggestions lead you in the right direction!
- Dpodz
Well, i had got the swords (fire, lightning, ice, tempered, and broad sword), 3 of the spears (fire, lightning, and obsidian spear), 5 of the flowers (water and fire lily, etherillys, goldenrod, cherry blossom).
I found that clay + stick doesn't always make bowl and chopsticks. It makes spear instead in some browsers, disabling me from getting b&c..
That's strange. We've done a lot of work on the combo charts since the current released update, so it could be the case, but in our current charts stick + stone and stick + iron are the only ways to make a spear.
In any case, stick + clay pot should be a surefire way to get bowl & chopsticks. Hope that works!
Of the flowers, you're still missing reed, cactus, rose, and orchid.
What is your other kraft game called
clay is the part im having trouble with, is it just from enimies or what?
Clay is Sand + Water, I believe.
how do you make a crucible?
Clay + Stone works! There are a few different ways as well
in the screen says my favorite iten is a fire botle, but i never used it
what the anvil button does and why i cant use it
Hi again,
The anvil is the "forge" item. You can get it by crafting a crucible with coal. It's what we call a permanent item - once you make the forge, you can use it as many times as you want for the rest of your run. It's used with metals to make swords and other items like that.
This game is more complex the i though