This is the public repository for my entry into the Acerola Jam 0. The theme of the jam is aberration.: "a departure from what is normal, usual, or expected, typically one that is unwelcome."
The game has a lot of complicated systems that the player can only learn about through the game's description. I think a manual would be helpful to look up how exploration and combat works so that they can fully understand how to progress in the game.
There are times where the player will spawn in facing a wall. This was supposed to be fixed with the SetPlayerOrientation method, but it seems to have broken. Plz fix.
I think the game sure include small rifts like the treasure rifts that refill a little bit of party HP and party MP upon collecting them. These would be crucial for survival in the late game and also enable some MP restoration to party monsters. Will have to keep it minimal to further incentivize swapping party members over keeping members who are almost out of MP or HP.
The player UI rests at the correct Y position when starting the game, but as soon as combat is initiated it rises to an incorrect Y position and does not return to the correct Y position for the rest of the session.
There is this weird bug that occurs during the second random encounter. After the player defeated the first enemy, the player cannot confirm an eligible opponent. Please investigate
In the current implementation, the player can become easily over powered after finding a couple treasure rift portals. I believe monsters need to be retweaked to be a bit tougher and the equipment base and bonus stats needs to be toned down a bit.
The user should not need to rotate the camera first thing after they exit a rift because they are facing a wall. They should always face some sort of passage upon exiting a rift.
Preferably this passageway should be longer than two cells.