Known Issues // Demo Build 2.9.8.13



KNOWN  ISSUES (already fixed in local devBuild):

  • Selecting 'Leave'-option at an early game Shrine will display a nonsensical 'You don't have any Artifacts.'-message. Slightly confusing, but nothing serious happening here.
  • Players can engage other Enemies, while in the process of being swapped by Nightgaunts.
  • 'FleeEarly'-Trait is accidentally being applied to all Champs.
  • The Witches, that players can encounter in the first 2 stages, run a faulty script, which sometimes makes them teleport on visible tiles, before vanishing for good. No biggie, but compromising immersion.
  • procGenerated Champs (other than Wisteria Widdershin) might not inherit all applicable traits from their second form.
  • When losing a Key to a Door (by stepping through it), the game will still tell you that there are Perfect Odds of bashing that Door, even when you haven't unlocked Kicks yet.
  • When trying to find shortcuts in prcoGenerated stages, lots of legit configurations are accidentally discarded.
  • Enemies switch their orientation on engage, even though they are on the same x-coord as the player.
  • If there are Dholes in a Region's spawnPool, the game should be spreading patches of Corruption. Recent Demo build, however, fails to do that.
  • Clicking 'Close Window'-Button in Windowed-mode, while an animation is playing, is unresponsive.
  • Champs (also Wisteria Widdershin) are created at 1 Level below their intended Level.
  • While standing above large obstacles (Shrine, Pillars, etc.), large Shields, like the Kite- or Tower Shield, may clip into sprites below.
  • Inconsistency: Sprinting does currently not allow safe traversal through Spider's Webs.
  • Spider Webs can spawn on Rubble-obstacles.
  • Sometimes Healing numbers are shown, even though respective Enemy is not visible.
  • In very rare occasions, landing a Fumbled Hit on a fleeing Enemy may crash the game.
  • Ghouls may spawn on Spawn Traps, which makes the crack hard to see, that appears once they're about to dig out.
  • Spider's Webs may spawn on Spawn Traps, which makes the respective tile look cluttered and hard to read.
  • After the very first step in a new world, sometimes a tree in a weird location is being revealed.
  • While confused by Mi-Go, grass and indoor floorTiles in Map display may appear jumbled up.
  • Blinking Diode sprites in the Pocket Refinery Minigame are misaligned.
  • On the very first stage, the Wicca Grove might spawn directly adjacent to player startLocation. Not a huge issue, but compromising immersion.
  • ...

Get The Ruins of Calaworm

Comments

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(+1)

I've played the latest demo and I really like the vibe and the concise mechanics. Will keep an eye out on this one.

Some feedback:

1.) I find the door locking mechanic annoying, having to pay attention to how many key I have and making sure I don't uselesly use them up for locking a random door vs. unlocking a door I actually wish to pass.

2.)In addition, I got locked in a place I cannot leave anymore. If I do the bash (with perfect chance to succeed) it merely tells me I have no kicks available and the door stays locked.

3.) Stepping into water is also a rather annoying mechanic. With a single wrong key press you end your entire run, even when at maximum health. For traps it makes sense they hurt you, since traps are by their nature meant to ambush and hurt. Water on the other hand doesn't make sense that when you get your boots wet you die.

(6 edits)

Hey Lamoot,

Thanks so much for playing, and for taking the time to provide all that feedback. Really appreciate that. <3

About stepping into water: This might come as a shocker now, but I agree! It's an overly punishing mechanic, especially so early in the game. Later on, in the full release, you'll encounter icy patches on the Plateau of Leng, where I definitely wanna keep that mechanic, as it makes thematic sense there. I do not intend to push another Demo Patch any time soon, though, but for the final release I'm definitely gonna do address the Water situation. Thanks for bringing that up!

About Bashing Doors: apparently that's a bug, the game shouldn't be telling you there are perfect odds, before you've unlocked Kicks in the first place. You'll be unlocking Kicks on the 3rd stage, shortly after meeting Wisteria Widdershin. Thanks for bringing that to my attention, will add it to the "Known Issues"-Tab.

About that Door Locking Mechanic: Sorry you're having a bad experience, but this is a legacy feature from the original game "Die Gemäuer von Kalawaum", that "Calaworm" is based on. I agree that it's a bit gamey, but it is also the prime source of many puzzle situations in the handcrafted stages, which will become relevant after first two Tutorial Stages: you'll be thinking and planning on how to bring certain Keys to another place without losing them before. The whole game revolves around memorizing layouts and remembering which Keys to use where, as to not waste them.

Mind, that I nerfed A LOT about this, compared with the original, which was utterly merciless in enforcing that mechanic:

• In "Calaworm" there's the odd random bonus Key created on every stage.

• After bashing a Door that you accidentally locked yourself, there's a chance to retrieve the lost Key.

• I added the Warning-prompt.

• Kicks weren't a thing in the Original.

• Other mechanics like the Echoing Recall may aid you, in case you accidentally locked yourself in.

• Then there are Provisions and the Sprinting-mechanic (and a mysterious Ember Rift-mechanic in the full release), which also bring tons of utility in that regard.

So, yeah, this is going to stay. :-)

I really hope that clears up a bit and will put you at ease for now. Thanks again for your thoughts. <3 Will do my best to improve the experience, based on your concerns. I do indeed consider every piece of criticism carefully, take it to heart even, as the game wouldn't be in its current state without player's providing valuable feedback.