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Surely.
I never got the bug fixed. I, instead, had to develop around it and change the concept of the weapon I had envisioned. So, sometimes, developers have issues they just can't get to work the way they want, be in problems with the code, errors they can't find the cause of, or just because they aren't familiar enough with what they are working with. And sometimes that causes issues to take longer to fix.
Now, saying that, unless there are other major issues with the patch the Dev here could just move on, leave behind said bugs, and fix other easier stuff. He and his bugtesters have been testing for quite some time and I'm expecting a lot at this point. It's hard to make an accurate roadmap for a game because you never know where issues might appear and create a roadblock, but there are always gains to be made this early on and we haven't seen enough.
TL;DR- Developing takes time. The Dev is taking his time. Frustration is building and I recognize that. Hopefully we see some action soon to support the words we've all read.
Yes. I am an indie game developer, though I use Game Maker 2 and my experience lies with 2D games predominantly and only minimal 3D game experience. (GML doesn't really support 3D too well, but you can fake it with Z levels)
I've also had issues during development similar to the one you ran into. The issue I had was that the player relied on ammo which recharged over time. However if the player attacked and transitioned to a new room (level) it would cease the recharge clock causing the player to lose one max ammo.
I resolved the issue by adding in a special timer for the player which ticked down and when it hit zero, it would restore their max ammo. (More of a safety net, not a mechanic) I also avoided the player suddenly getting max ammo mid attack by making it so whenever the player attacked the timer would reset to zero. It prevented the player softlocking themselves, but also avoided an issue with the player suddenly having max ammo mid combat. (Not that I am proud of this fix)
I should note that I am extremely stubborn and I will not compromise. When I want something in my game, I work on it until it works in some form or another. Same with bugs. I ensure my game is as bug free as possible before releasing a build and I polish like crazy. If I release a build with bugs, I immediately fix those bugs as soon as I am aware they exist and then release a new build, sleep be damned. (Prioritizing game breaking and working down, releasing a new build quickly) I refuse to work on new content until those bugs are stamped out. I do not like bugs.
Now with that said...
I'll first say that missing a promised deadline is just an amateur mistake. I've made the mistake of saying something would be done and it wasn't until later. Everyone makes this mistake and I hope the dev learned from it.
But one of my issues with this sort of thing is that he's not communicating anything. All he has to do is make a single pinned thread (In the general discussion since that's where everyone looks first) and update it with information relevant to the current patch. Known issues and workarounds would do wonders for the community as a whole. And my proof is just how often you see someone post about known bugs over and over and over again.
Finally, I just don't really believe it should take this long to fix bugs. And neither does the dev. If you look at the patch history for the game, he was updating it very quickly. Even as fast as the same day. Then the base update comes out and suddenly... nothing? The game is buggier than ever and as many have put it, the game was in a better state previously.
If the dev really did come back from vacation, he should have stamped out a ton of bugs by now. Whether or not he is serious about working hard is irrelevant. He deserves criticism at this point. A lot of it.
Never seen someone dedicate more time to something and it gets worse in all aspect. Must be a new achievement.
"Hello @everyone
We want to provide the community with an update. Benjamin, the lead developer for Nuclear Nightmare, is not able to work on the game due to conditions outside his control and as a result we are not able to provide game releases in the short term. Benjamin expects to resume working on NN in about 4 to 6 weeks. At which point we intend to expend significant effort to make up for lost time. We appreciate your support and patience and apologize for the delays.
We are trying our best to resolve this as fast as possible and will keep you posted when we have updates. We all understand your frustration and we sympathise with you. Thanks again we appreciate you all." word for word copy paste from their DC.