I'm afraid not. Platforms outside of Windows are not very high priority as it'll just add workload during a time when I'm adding new things and changing things around quite a bit.
I'm not sure why this is. I also use Firefox and the game runs fine, as is the case for many others. I'm not at all trying to blame you for anything, I'm just not sure how to approach this problem when it's so isolated.
Strangely, I actually am already updated to Godot 4.3, however I was awaiting a bug fix from them in order to use the latest build for web. I'll look into that. Must be something related to the older version of 4.3 I'm using for web.
Okay, yeah. It's as I suspected. Going down the rabbit hole a bit here, it's fixed in beta3. The web version is using beta1. There was a bug that was preventing me from upgrading to beta3, but they've since pushed out a few release candidates so I may try those.
Thank you for looking into it! That helps a ton knowing it's not me doing something dumb on my end. I'll make a note to prioritize looking into this.
I started playing on the embedded version in the browser and I'm now looking to move it over to the desktop version, any instructions on how to transfer the save between the 2?
(Edit) I couldn't figure it out, it seems firefox completely encrypts data saved from anything in-browser, only solution that comes to mind right now is if you implement a text-based import/export feature.
Other than that, could do with the ability to mass aggro stuff on the map. And the ability to set the fox to go chase pots, bags and chests when they do appear on the map.
There's no instructions and I'll be honest. It's entirely because this is my first foray into itch and I didn't realize it'd handle save files differently. I plan to look into a way to sort of export save files for use between versions. I apologize.
No problem, I seem to have hit the end of content for the current version as well.
Another thing I'd like to see is the ability to set the game to "medal hunt", unlocked after beating stage 50, it automatically locks your stage to the creatures you don't have a gold medal of yet. If it doesn't look too troublesome to implement.
That's an interesting idea, could be some good QoL. I don't know when I'd be able to get around to it, but I'll note it down. In the meantime, theres a way to lock your Stage in the Settings so that you can farm specific enemies. Your idea would be a lot more hands-off overall and more suitable to an idle game, I agree.
The mute-when-not-focused settings don't work. When not focused the game does not seem to progress and it seems there is no idle-currency (like x2 time). Adding some idle-currency could make this game better for keeping it in the background.
I'd like to see some XP/Soul per second indicator. In general you could add more feedback in this regard. Like showing icons of the material one finds.
Thanks for the feedback! I'm still working out the finer details of potential offline currency.
Regarding the game not working when unfocused, this is unfortunately a limitation of the Godot Engine when it comes to web builds. It's a big reason why I stated that the game is intended to be played downloaded. When downloaded, it continues to run in the background just fine.
I understand many people don't want to just blindly download games, though, so I kept the browser version even though it has this limitation.
Thanks for checking. I don't know what the fps are, but with an Apple Silicon chip it just shouldn't get hot at all. Maybe an issue with the Godot engine.
For an extremely limited playthrough of the game, I was very excited to watch and listen to my little hero battle these vicious squirrels.
For an autobattler, I do enjoy what you have going on right now. The addition to play somewhat actively and strategize your playing experience is definitely a drawing point. I would love to see more features fleshed out, so we can see what passive skills are like, what summons do, etc.
As for what is here presently, I felt that the pace was decent so far. I did notice that the drops so far do heavily weigh into hide, but seeing as there's only 1 craftable option, I'm unsure how that would play out going forward.
With that, I do wish you the best and I would love to see more content come to fruition. Good luck and stay motivated!
Hey. I really appreciate your kind words, it's very motivating! I'll certainly do my best to keep the game interesting as it continues on. Really happy to hear you had a good time with it, even though it's so limited in its current state.
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Do you have the Mac OS version to download? :c
I'm afraid not. Platforms outside of Windows are not very high priority as it'll just add workload during a time when I'm adding new things and changing things around quite a bit.
Game not loading. Firefox.
Update to Godot 4.3.
still waiting on run dependencies: index.js:13855:18
dependency: loading-workers index.js:13855:18
(end of list) index.js:13855:18
I'm not sure why this is. I also use Firefox and the game runs fine, as is the case for many others. I'm not at all trying to blame you for anything, I'm just not sure how to approach this problem when it's so isolated.
As I wrote: update Godot to version 4.3. They adressed this problem.
Strangely, I actually am already updated to Godot 4.3, however I was awaiting a bug fix from them in order to use the latest build for web. I'll look into that. Must be something related to the older version of 4.3 I'm using for web.
AFAIK, this should be fixed in [this](https://github.com/godotengine/godot/pull/93143)
Okay, yeah. It's as I suspected. Going down the rabbit hole a bit here, it's fixed in beta3. The web version is using beta1. There was a bug that was preventing me from upgrading to beta3, but they've since pushed out a few release candidates so I may try those.
Thank you for looking into it! That helps a ton knowing it's not me doing something dumb on my end. I'll make a note to prioritize looking into this.
I started playing on the embedded version in the browser and I'm now looking to move it over to the desktop version, any instructions on how to transfer the save between the 2?
(Edit) I couldn't figure it out, it seems firefox completely encrypts data saved from anything in-browser, only solution that comes to mind right now is if you implement a text-based import/export feature.
Other than that, could do with the ability to mass aggro stuff on the map. And the ability to set the fox to go chase pots, bags and chests when they do appear on the map.
There's no instructions and I'll be honest. It's entirely because this is my first foray into itch and I didn't realize it'd handle save files differently. I plan to look into a way to sort of export save files for use between versions. I apologize.
No problem, I seem to have hit the end of content for the current version as well.
Another thing I'd like to see is the ability to set the game to "medal hunt", unlocked after beating stage 50, it automatically locks your stage to the creatures you don't have a gold medal of yet. If it doesn't look too troublesome to implement.
That's an interesting idea, could be some good QoL. I don't know when I'd be able to get around to it, but I'll note it down. In the meantime, theres a way to lock your Stage in the Settings so that you can farm specific enemies. Your idea would be a lot more hands-off overall and more suitable to an idle game, I agree.
I really like it.
The mute-when-not-focused settings don't work. When not focused the game does not seem to progress and it seems there is no idle-currency (like x2 time). Adding some idle-currency could make this game better for keeping it in the background.
I'd like to see some XP/Soul per second indicator. In general you could add more feedback in this regard. Like showing icons of the material one finds.
Thanks for the feedback! I'm still working out the finer details of potential offline currency.
Regarding the game not working when unfocused, this is unfortunately a limitation of the Godot Engine when it comes to web builds. It's a big reason why I stated that the game is intended to be played downloaded. When downloaded, it continues to run in the background just fine.
I understand many people don't want to just blindly download games, though, so I kept the browser version even though it has this limitation.
Seems fun, but it really needs an fps limit or something, it's cooking my laptop.
It should be limited to 60 FPS.
Just double-checked and it is. Are you getting FPS higher than 60?
Thanks for checking. I don't know what the fps are, but with an Apple Silicon chip it just shouldn't get hot at all. Maybe an issue with the Godot engine.
This game is very cool!
I'm looking forward to further development and hope you keep it up.
Thanks for the great gaming experience!
Thank you! I'm really glad you like it. I'll do my best!
With the latest upgrades it has gotten even better.
You are definitely on the right track. Keep it up. :-)
For an extremely limited playthrough of the game, I was very excited to watch and listen to my little hero battle these vicious squirrels.
For an autobattler, I do enjoy what you have going on right now. The addition to play somewhat actively and strategize your playing experience is definitely a drawing point. I would love to see more features fleshed out, so we can see what passive skills are like, what summons do, etc.
As for what is here presently, I felt that the pace was decent so far. I did notice that the drops so far do heavily weigh into hide, but seeing as there's only 1 craftable option, I'm unsure how that would play out going forward.
With that, I do wish you the best and I would love to see more content come to fruition. Good luck and stay motivated!
Hey. I really appreciate your kind words, it's very motivating! I'll certainly do my best to keep the game interesting as it continues on. Really happy to hear you had a good time with it, even though it's so limited in its current state.