This member has provided no bio about themself...
Thank you :)
Thank you very much for the feedback! Just to understand, were these issues serious enough to spoil the fun?
A) The poison puddles are green because that's the color most people associate with poison. I agree that a contrasting color (like purple) would be easier to see, but it might confuse players. I don't think a different shade of green would help, because there's various types of grass in the game with a wide range of green and brown. Maybe I can find a way to make the puddles visually stand out more clearly (like swirls of other colors mixed in). Alternatively, I could offer an option to change the color. I'll think about this.
B) Yes, the emergency teleport can be used to escape a hairy situation. I do it myself occasionally. But if you do that too often, you'll find that the spiders have ways to deal with that, at least on harder difficulties. So, I wouldn't consider it an exploit. However, when I watch people play the game for the first time, I do notice that they often get surprised by the emergency teleport. Often, they'll fly full throttle towards the spiders' spawn point, overshoot the camp border (not knowing what it is), and get teleported back within fractions of a second due to the enormous speed they've built up. I realize that this is confusing and maybe that's the bigger issue. But it seems it doesn't take long to figure it out, so I'm not sure I really need to change it.
C) Ugh, yes, the inventory is very convoluted. I wanted to create a loot-based meta progression that enables you to customize your skill set as well as outfit. I wanted it to be flexible but also require the player to make decisions. It took me many iterations to achieve all of that, but eventually I did. I'm very happy with the inventory from a systems persepective, but I don't like that it's so hard to figure out for new players. It seems most people just give up eventually, which is disappointing for everyone. Unfortunately, I don't have a lot of ideas on how to fix this. Footage of players interacting with the inventory is rare and doesn't provide enough insight for me to figure out what exactly players are struggling with. I would highly appreciate more detailed feedback on this issue (from you or anybody else).
A raving review in Portuguese from Andr3
Hey, YouTuber "man on toilet" reviewed my demo! The video actually covers 3 games, Myriavora starts at 2:58. But it's a short video (under 11 minutes) and I enjoyed all of it.
Note that the video is age restricted, because he "accidentally" discoveres Myriavora's nudity option. 😄 Oops.
Edit: I contacted the creator about the age restriction and he has agreed to remove it for the time being.
Shout-out to Panca Main Game, an Indonesian YouTuber! He played Myriavora the other day and I am impressed how quickly he became familiar with the controls. The video is less than 10 minutes long, but by the end he is already playing like a pro!
Thank you for the feedback! I will try to improve the camera positioning.
If seizures are good then yes! Exactly like this! 😄
You're welcome! :-)
Why should I stop? What's the problem?
theSventos streamed Myriavora yesterday! He's new to the game, so it was a 2.5 hours rollercoaster of fun & drama. Exactly what you want from a roguelike shooter.
Well, I'm all for fairness! But when I look at the update list, I see plenty of projects that seem to get updated daily, for example World of Padman, Apastron, Port Valley, Atmocity, Deep Rest. So, why is it not fair when I do it? What *would* you consider a fair update schedule?
Look, I'm not trying to be difficult or sarcastic. It's just that I can't find any guide or best practices on using indiedb. I know I'm asking for a lot considering you don't like the project. But since you've been on this platform for much longer than me, I'd genuinely appreciate your feedback.
Thank you for reminding me that the game was still marked as coop, I've fixed that now. However, I fail to see how daily uploading new gifs counts as spam. I think that's exactly what this feature is supposed to be used for. On the upload page it explicitly says "fill your profile to maximise your success". If you disagree with my interpretation, feel free to notify staff. I would definitely comply to their judgement.
Thank you! Have fun!
In a good or bad way?
I am the artist. But I'm using different tracks in-game and the music can be turned off. Thank you for the clarification, I got really worried actually.
Is the video too loud? Or is that some idiom I'm not aware of? Sorry, my English is not the best. Maybe my sound mixing skills aren't good either. Sorry if that's the case. I'd appreciate if you could clarify your comment.
I'm planning to release a new demo soon. Here's a preview of what's coming up.
1) I've improved the lighting and added a ton of new shaders, especially for stuff on the ground (like slime, blood, poison). The latest images in the gallery already show what that looks like.
2) I made the HUD semi-transparent to reduce the amount of blacked out screen space. That also reduces contrast a little bit, but I think it's worth it.
3) During the Let's Play that I recorded it looked like the game's too easy when you play aggressively. So I've added a new difficulty level (Hero). During the tests it occured to me that the game already has a much better solution to this problem: the irritation pulse. All I really needed to do was adding an incentive for using it. So, the pulse now grants a score bonus. There're two new info boxes in the top right corner of the HUD that show aggro level and irritation bonus to help you judge your chances of survival and whether it's worth it. I think this new mechanic really solves the problem, but I'm keeping the Hero mode anyway. It's really tough though, I rarely manage to survive it.
4) You get 10 ultra points at the start of a journey (instead of none). This helps you deal with unfair situations in the first camps, when you don't have much choice of where to go. Of course, I could've tamed the RNG for the first few camps, but I think a roguelike/roguelite needs to be unfair occasionally. That's what keeps you on your toes.
5) There's now a new device that can be used to upgrade the capacity of device pockets. You can get it as a reward and by ripping out empty device pockets from pieces of clothhing.
6) I fixed a lot of minor bugs. I don't think any of them caused the crash that was reported a few months ago, but you never know.
The new demo will be 100% compatible with the current version, i.e. you'll be able to continue playing with existing characters.
Right now I'm busy testing the new demo and occasionally fixing minor stuff. So, if you've any comment, question, or suggestion: right now would be the perfect time to tell me, I'd much appreciate it!
Awesome fights! I hope to see more of this! :^)
Thanks a lot for the clarification! I'll keep that in mind. But I'll also test the game on my old computer, for the peace of mind. Potential bugs make me super anxious.
Hm, that's really weird, 4 GB should be more than enough to run the game on maximum settings. I'll definitely have to investigate this further, right now I'm stumped. I'll probably have to revive my old computer, as its pathetic 1 GB video card used to run the game just fine.
In any case, huge thanks to you! Your feedback is tremendously helpful!
Thank you so much, that was very helpful indeed! In case you're curious, the game simply ran out of video memory. I'm not yet sure how to handle this properly, but at the very least there should be a clear error message instead of a crash.
For now, reducing effects settings is indeed helpful as it reduces the game's video memory footprint. On the video options page, all sliders below terrain quality are relevant, and turning dynamic shadows off should help as well. Any other setting (and yes, that includes terrain quality) should have no or negligible effect on video memory consumption.
May I ask you how much memory your video card has? On Windows 10 you can find this out via the task manager (CTRL+ALT+DEL, then click "task manager"): click on "more details" (if needed), then the "performance" tab, then on the bottom left click on "GPU 0", then on the right scroll all the way down. There should be an entry labeled "Dedicated GPU memory", that's the number I'm interested in.
Awesome, thanks for letting me know!
However, I'd still like to investigate the crash, because that's just not supposed to happen. So, would you be willing to help me? It's actually very easy. Just start the game, hold SHIFT and click on the quit button. The game should close and an explorer window should open showing two folders and the settings.txt file. Now, if that's all there is then there's nothing we can do, just let me know. However, if there's also an errorlog.txt file then you would do me a huge favor if you'd open it and copy & paste its contents (or at least the first few lines) here or in a PM to me. It might help me figure out what went wrong and fix the bug.
Many thanks, I'm glad you liked it! :^)
But I'm a bit worried about you saying "the game shuts down". Do you mean the game crashed? If that's the case, I would love to investigate the issue. I'd need your help though, like sending me the error log. Would you be willing to do that?
Or do you mean the frame rate tanked? In that case, there're a couple of options you could try like reducing fire effects. I'd be willing to help you find a good compromise between frame rate and visual quality.
Hm, yeah, that's strange. I tested my recording with Media Player Classic Black Edition (mpc-be for short), a free and excellent video player, I like it a lot.
I just recorded a little test session via Shadowplay and it worked without any issues. What problem exactly did run into?