I finished polishing the first area of ItsyRealm. There's still a lot of work to do.
Feedback is greatly appreciated. Thank you.
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Add support for cutscenes
Add cutscene after Jenkin's ship sinks in opening cinematic
Anchor weather graphics to map, not the root scene
Fix bug where map layer was ignored when finding peeps for dialog box
Taunt now draws aggro
Improve taunts to make them more inclusive and funnier
Add Orlando to Abandoned Mines
Make Joe unattackable
Buffed Ghostly Miner Foreman
Add support for skin particles
Added dream sequences
Make ancient driftwood mask craftable
Improve the bound nymph fight
Redesigned Isabelle Tower
Add custom cursor
Update logo
Added plague doctor hat & mask
Added Hex labs
Improved Discord action support
Improved dialog box
Tweaked dialog across Isabelle Island and adjacent areas to work with new dialog box
Improved loading times
Save on quit
Don't show rune costs if there are no runes required
Made character customization a fullscreen interface
Added more pronoun and gender customization options
Added example dialog to help when customizing character
Greatly improved walking (both click-based and keyboard-based)
Prevent player from saving in a new game before reaching tutorial
Fix bug allowing long-range use of props while opening door
Add Tower Teleport spell, available after reaching Isabelle Island
Add cutscene after player arrives to Isabelle Island
Fix default pronouns for female characters
Fix race condition with prop loading
Remove video tutorial
I congratulate you on your great game. It doesn't appear to be in development yet.
I'm downloading it, I'm going to try it out.
There seems to be loads of content, but I have to get used to the interface a little bit.
Would always love feedback about the UI! I've been upgrading interfaces to make them work better / feel better.
Is there a way to save?
I got through the tutorial quests then couldn't find a way to save so I didn't go any further as I didn't want to have to redo too much if I couldn't save.
Apart from the initial fight on the boat, where it's a bit unclear just what's happening, everything so far seems straight forward and fairly intuitive.
Yes, the game should automatically save when you quit. I double-checked and realized the quit dialog is incorrect. If you want to save without quitting, you can sleep/snooze at beds, certain chairs and sofas, etc. Sleeping also restores your stats and health. You'll resume the game (or, if you die, respawn) at the last bed you slept at.
Very exciting. This is a genius work. I'm excited to see how the gender fluid dynamics are presented to the player. Besides that, I'm excited to see all of the work you've put into it. It has captivated many of us for years now.
One caveat: which platforms are actually supported? Looks like only Windows, but the Web page implies that your platform will be detected automatically. I tried fruitlessly from my phone. Pretty poor user experience there. I'll try to fire up my work laptop later to download it.
Yes, the game should automatically save when you quit
I checked, and there was a save, but it was halfway through the tutorial, and not where I'd actually quit.
You should have the tutorial saved up to the point you quit, but it's not overtly clear.
If you complete the tutorial quest with the ghost kids but a) don't start the next quest b) don't save anywhere in Isabelle Tower by sleeping/snoozing: you will respawn in the tutorial since that's the "last known good location". Your progress is saved, just the location you start at is wonky. If you talk to Hans, you should have the option to complete the quest ("What do I do next?" or something is the exact option).
I also noticed while troubleshooting that the hints don't pop up in the first area, which is why there's confusion on what to do in the pirate encounter.
I'm working on fixing both of these issues. The first one is harder, the second one is easier. I should have fixes out soon for some of (plus another few things I noticed).
@bambam, thank you! Ideally I'll support Linux and macOS in the future but building/testing on those platforms is hard and time-consuming for me at this moment. For one, I don't have a Linux or macOS setup at this moment, haha. When I release on Steam, I'm going to setup a CI/CD pipeline to push new builds to those platforms automatically. Also, I'm going to ditch my existing launcher. But Steam release is a bit ways out.