Rise of the Slime

Rise of the Slime

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Bunkovsky Games  [developer] Oct 24, 2019 @ 9:22am
Rise of the Slime BUG REPORTS
Post bug reports here.
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King Joshington Oct 24, 2019 @ 9:59am 
I moved a "buff goblin" onto a chest that was going to explode the next turn for 5 damage. It exploded and he didn't take damage. He did get the 2stack of flames though.
First, just wanted to say thanks for making the game. It is a neat little deckbuilder and I look forward to seeing where you take it!

The main bug that seems to be affecting my runs is that removing cards from your deck in the shop doesn't actually get more expensive as it stacks. It starts out going up but then starts getting cheaper and eventually starts giving you money to remove cards from the deck.
Bunkovsky Games  [developer] Oct 28, 2019 @ 7:03am 
Originally posted by King Joshington:
I moved a "buff goblin" onto a chest that was going to explode the next turn for 5 damage. It exploded and he didn't take damage. He did get the 2stack of flames though.

Thanks for submitting this one!


Originally posted by Benjamin.K.Anderson:
First, just wanted to say thanks for making the game. It is a neat little deckbuilder and I look forward to seeing where you take it!

The main bug that seems to be affecting my runs is that removing cards from your deck in the shop doesn't actually get more expensive as it stacks. It starts out going up but then starts getting cheaper and eventually starts giving you money to remove cards from the deck.

Yep, i noticed this bug sunday, but had to go off computer for a few days, added this to buglist, now fixing it - patch coming in next few days. Thank you for trying out the game! For now this is semi-cheat as you can get kinda infinite moneys :D



Last edited by Bunkovsky Games; Oct 28, 2019 @ 7:03am
kalafus2002 Oct 28, 2019 @ 2:15pm 
I'm stuck at healing altar twice (in two separate saves). I'm not sure what caused this but there is no exit arrow from it. If any further details are needed let me know, I will keep one of the saves in that state (the better one) but will continue playing with the other by abandoning the run. If I find out what triggers this issue I'll post an update.
Bunkovsky Games  [developer] Oct 28, 2019 @ 2:31pm 
Originally posted by kalafus2002:
I'm stuck at healing altar twice (in two separate saves). I'm not sure what caused this but there is no exit arrow from it. If any further details are needed let me know, I will keep one of the saves in that state (the better one) but will continue playing with the other by abandoning the run. If I find out what triggers this issue I'll post an update.

Hey, i have resolved this bug today -some of the rooms were missing exits, that i accidentally removed when adjusting room structure, thanks for submitting the bug.
the update is not yet pushed and is coming within next 20 hrs, it will also contain some balance and quality of life updates, as well as multiple bug fixes.
kalafus2002 Oct 28, 2019 @ 4:17pm 
I also noticed that by abandoning a run the other decks (acid and fire) unlock one by one, is this intended or is it part of that bug with no exits (got stuck again and abandoned a run and unlocked first acid and then fire)
Bunkovsky Games  [developer] Oct 28, 2019 @ 4:36pm 
Originally posted by kalafus2002:
I also noticed that by abandoning a run the other decks (acid and fire) unlock one by one, is this intended or is it part of that bug with no exits (got stuck again and abandoned a run and unlocked first acid and then fire)

Yep its not a bug, its intentional, as i wanted to give player more things to play with - after just cycling trough deaths or if you cant reach the next zones too fast or get stuck.

I am considering not counting abandoning run as death, as it somewhat makes the unlocking process a bit less rewarding, but for now might keep it like this, but should add more clear notification that you have unlocked that deck


About bug with no exits - i just pushed update, that should fix that issue - update game to see if it helped. i will go trough all rooms once again over tomorrow to see if i missed anything
Last edited by Bunkovsky Games; Oct 28, 2019 @ 4:43pm
kalafus2002 Oct 29, 2019 @ 12:17pm 
Few more bugs to report. Flame Mana has cost of 0 but if it's used when not on fire it reduces energy by one. While chasing 3 running away goblins I entered a room with enemies and the goblins could be seen on the far side of the screen (not damageable even with area effect cards), after the battle I chased them to room with the two rocks above two chests (chose reward) but the rocks were missing and an enemy was there (with the three goblins on the far side of the screen again), it was possible to open both chests. Another one, this is probably intentional, but card rewards and shops sometimes contain 'bad cards' and I don't mean fire larva (which is also part of rewards) since that could be used but the pain card that does nothing but damages you. Did it got mixed in by accident or is it on purpose? (reducing the number of options, 'add card to enemy deck' card that I never seen or some other reason?) And I also saw an enemy use cleansing fire but while it healed them it didn't remove the fire stack (or at least not all of it since 14 fire was left) Isn't it supposed to remove the fire stack completely?

Some personal thoughts
I think removing the unlocking of the cards on abandon run is a good idea because as soon as people find out that you can do that they will go through 1 battle and abandon the run to unlock them. Even unlocking them upon death can encourage some players to die on purpose. If possible I would recommend making players go through certain number of rooms before the cards unlock on death since most people wouldn't want to die if they got far and even those that would get stuck after 3 rooms would get the required count eventually
Bunkovsky Games  [developer] Oct 29, 2019 @ 1:14pm 
Originally posted by kalafus2002:
..
About Flame Mana - it was intentional, to encourage use on the fire terrain/while with fire debuff, but i did not explain it correctly, going to fix that - semibug

Allright, gonna check those chest rooms

About bad cards (pain, etc.) - try getting one of them and upgrading it :D (all of the intended interactions for bad cards are not yet in, but you can get good things out of them, this one is in game to encourage experimenting, probably should ellaborate on that)

Clensing fire - it is not a bug, but it does seem like it would make more sense to remove all of the the stack. Penalty for using Clensing fire is that you must have at least X hp, to heal up for the size of your debuff stack, and the heal cant be bigger than your current health. (unless specific circumstances like immortality is in effect)


About unlocks after completing X rooms - hmmm, yes, that actually would be better than just pure On Death count, its easy to add, so i think this will be added soon-ish, thankyou.


Last edited by Bunkovsky Games; Oct 29, 2019 @ 1:16pm
kalafus2002 Oct 29, 2019 @ 3:57pm 
Few more things. While in battle with two groups of enemies, the second fight that used to start after the first one, the enemy from the second fight activated while off screen and was almost impossible to target without moving. It could be because I grabbed a barrel at the edge of screen to drop on one of the enemies but someone else may try to grab a barrel like that to finish off a 2 HP enemy. I tried the acid larva but instead of a parasite card it gave me a fumble card (I was wondering if acid larva gives acid parasite or if it's random so I wanted to try it before a shop). I also noticed that fireball lv2 only says that it will turn terrain to fire while lv1 and lv3 specify that they turn 1 and 3 tiles respectively. The pond pot (upgrade of water pot) also doesn't specify how many tiles it will turn in water. Later in the game I encountered the spider enemies (didn't bother checking the names) that hit 3 times with quick swipes or something but they started with strength of 5, that's 2x3x6 = 36 damage on first turn (if you are unlucky and they both start with attack). I had two health upgrades so I lasted 5 turns and managed to kill one of them but the other got me and there was a third enemy as well. I don't think this is intentional but I could be wrong and be bad at this game.

The familiar selection was also behaving oddly but I can't provide any details since reaching it is difficult and I was more focused on having fun than paying attention to bugs. The familiars also seem unbalanced. The fire familiar adds 2 fire inflicts 2 damage and changes the terrain to fire while acid familiar only ads 2 acid. I'm not sure if that is intentional but fire familiar seems to be quite OP compared to acid one, especially with the explosions. I like it but it might need some balancing. I haven't tried the defense one so can't comment how extra 3 defense every turn compares to it. Speaking of familiars, I encountered an enemy with fire immunity card and both a fire and acid elemental. It was quite difficult fight since I was using pure fire deck with no attack but I had the fire implosion (I think it's called that) so it was doable.

One more thing, could you add a way to delete the saves and exit the save slot selection screen? Thanks. I enjoy this game a lot as it is and it seems that it will get even better.
Bunkovsky Games  [developer] Oct 29, 2019 @ 4:04pm 
Originally posted by kalafus2002:
[bugs section]

[familiar section]

One more thing, could you add a way to delete the saves and exit the save slot selection screen? Thanks. I enjoy this game a lot as it is and it seems that it will get even better.

Thank you for submitting these! Added to check-these-bugs-out-and-fix-them list :D

For saves - At the moment for save deletion you can do this https://steamcommunity.com/app/826740/discussions/0/1694969361100726973/

I am planing on adding save deletion from menu, but not in this patch.
Will try to include exit from save menu somewhere in this weeks patches.


I'm glad that You are enjoying the game so far, i'm trying to improve it from active player feedback so hopefully it gets better - Early Access works so far :D





kalafus2002 Oct 30, 2019 @ 9:06am 
familiars can target enemies that are shrouded in darkness (un-targetable) I don't think they should be able to do that (either the shroud should be removed before their turn starts or they shouldn't be able to attack the shrouded enemy and should attack next enemy or not attack at all if there are no other enemies)

not sure if this is a bug or is intended but after dying you will keep your money, familiar, unlocked cards but not the health upgrade. It works fine like this but I just wanted to mention it in case it wasn't supposed to work like this.
kalafus2002 Oct 30, 2019 @ 11:30am 
Found some graphical and text bugs. Acid Armor golem | 1 MP name doesn't fit in the text box. If enemy has a familiar the text for it has the player HP bar and HP in foreground, obscuring the text. Acid spear description only mentions 1 damage and 1 acid but the spear also turns terrain into acid (which isn't mentioned)
Bunkovsky Games  [developer] Oct 30, 2019 @ 12:23pm 
Originally posted by kalafus2002:
familiars can target enemies that are shrouded in darkness (un-targetable) I don't think they should be able to do that (either the shroud should be removed before their turn starts or they shouldn't be able to attack the shrouded enemy and should attack next enemy or not attack at all if there are no other enemies)

Familiars targeting darkness enemies: fixed

health - thing : not a bug, but seemingly confusing for people

Originally posted by kalafus2002:
Found some graphical and text bugs. Acid Armor golem | 1 MP name doesn't fit in the text box. If enemy has a familiar the text for it has the player HP bar and HP in foreground, obscuring the text. Acid spear description only mentions 1 damage and 1 acid but the spear also turns terrain into acid (which isn't mentioned)

Thanks for submitting these, im now working on terrain and manipulation update along with bugfixes (added to list and fixed a few of these), will be pushing that live over tonight it seems, need to do some more testing
Last edited by Bunkovsky Games; Oct 30, 2019 @ 12:23pm
kalafus2002 Oct 30, 2019 @ 4:32pm 
Text for 'Catepilarface | 3MP' doesn't fit either and they were using Fuel card to boost their own fire stack (description says triples fire on others from what I seen). Also other enemies are using Buff on themselves and from what I saw of the description it says it should increase strength of others
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