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It's (very probably) a wordplay with Bible in Italian (Bibbia) and the name of an area of Rome named Rebibbia.
I'm not sure what to suggest, simply because I haven't cleared this level yet, while clearing everything else in one try. If this level of difficulty is the norm from here on out, then perhaps the fight just prior should be more difficult, so this one doesn't feel like a brick wall. If this level is an outlier, then maybe tone it down a bit? I'm sure you've got plenty of stats on who's stuck where.
The -real- kick in the pants is having to skip through all the preamble to the termini station fight when I start up the game. I can skip the dialog and cutscenes, but there are so many that it takes a long time to manually skip through them all (Yes. I've smacked my head into this fight and quit out of frustration -that- many times).
Also, when loading the game for the second time today, i got an error screen (I didn't get a chance to take a SS) It errored out on the title screen when I just sat for a minute, with continue up on the screen. Sorry I can't be more informative. If it happens again I will edit the comment here with the information.
Edit: I was able to recreate the error again. Not sure where you'd want the error information posted to but afaik this occurred when typing the word continue incorrectly.
___________________________________________
############################################################################################
ERROR in
action number 1
of Create Event
for object obj_mails:
Data structure with index does not exist.
at gml_Object_obj_mails_Create_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_obj_mails_Create_0 (line -1)
called from - gml_Script_instance_create (line -1) - <unknown source line>
gml_Object_obj_home_logo_Step_0
So every i hit the "m" key on the keyboard during the title screen it crashes with the error from above. Talk about a fatal typing error! XD
A few minor notes/suggestions though:
-I think there's a very small amount of input lag and when I type at my faster speeds I'm finding I'm making more mistakes than I feel like I normally make when typing. Could be wrong, though.
-I'm encountering a few instances where my high score's name is being registered on the leaderboards as something other than the name I input (Specifically "AAD" for some reason)
-When finishing a boss phase and the bullet pattern clears, the combo meter continues to deplete even when there's nothing to type to help maintain your combo, which is devastating when you're trying to save that last letter for maximum bullet clears in a score rush. A larger meter bump/fill on pattern clears or a pause on the decay until you type the first letter of the next sequence (like there is when retrieving your bible after a demon phase) would be greatly appreciated!
-What do you think about adding a charge SFX for enemy attacks that help telegraph when enemies are about to begin firing again after a pause? Since this game by the very nature of its gameplay demands occasional glances away from the screen, additional asssitance from the game's sound design could do wonders.
-Would love to see some postgame content, such as unlockable harder versions of previously-defeated bosses with extra phases or higher bullet density. As it stands I'm able to beat the first couple bosses in under a minute and I'd love to see some of their gimmicks and bullet patterns extrapolated. Or, punctuation! Would give the first half of the game a lot more replay value as they lack any semblance of challenge once you've hit the latter half.
-The font that hovers above Ray's head is occasionally hard to read, most notably U/V, I/J, and M/N. It's mostly not a problem when you're typing standard English because the words are recognizable but once you get to less recognizable Latin and then *scrambled* Latin for one battle in particular, it gets a little frustrating.
-On a couple stages there are obstacles like small fences that are both very close to corners and are also in a dark spot, and getting stuck on them from low visibility or having your bible get stuck around one side of them is a little obnoxious.
-Speaking of retrieving lost bibles, it might be a good idea to make it such that the sprite outline/timer was fully visible even when bouncing under/behind/through enemy/boss tiles. It's easy to lose track of when it lands near bosses or in the middle of a dense bullet pattern. Adding some collission between the bible and some bosses could help remedy this as well; I encountered many instances of my bible getting stuck beneath the Coliseum boss.
-I've run into a few instances where enemy bullets and the hollets that trail Ray may be easily confused for one another, especially in later bosses with smaller bullets in their patterns that trail your position in a similiar manner.
-Would love a fleshing-out of the ESC menu. A quick restart option would be incredibly appreciated, as would be an option to return to Ray's apartment without going back to the main menu.
-Some proofreading of the story script would be nice; there's a few scattered typos here and there, and the hidden scene at the end of the credits has a line towards the end that could use a line break, as it's so long it doesn't fit on the screen and cuts off text on either end.
-An option to turn on a visible hitbox!!!
But tbh these are incredibly minor gripes and don't particularly get in the way of gameplay. This game is so damn fun to play!! Great work.
It's awesome that so many of you like it. For now we've already fixed a few bugs that appeared at some cases and will go on to pick out some of the most discussed requests and see if they can be implemented soon.
I believe one of the things a lot of you asked for is a way to change the moving and typing to different keys, which is also a thing that has been discussed internally a lot.
Skipping should be improved as well as adding or optimizing the options menu (quick restart etc.)
I will share your Feedback with everyone at Morbidware and Headup and than let's see what can be done :)
I'm glad you're all so committed to fine tuning the game post-release and responding to us all so quickly! Thank you!! :)
I want to go into a little more detail regarding the combo meter decay though, as I've put some more time in and I've noticed a few intricacies/details I hadn't before regarding the logic behind it, and I think this is the only true outright "flaw" that the game has.
When bosses make attacks that make it impossible to type words from your bible (such as the nun's jump, the band's microphone, and when the game prompts you to type EGO VOCO DIABOLI, to name a few) the game freezes your combo meter such that you can only break your combo by being hit by a bullet, which seems to establish the notion that your combo meter only decays when it is possible to make progress in typing your exorcism.
When exiting demon mode, your meter stays frozen but it doesn't unfreeze when you pick your bible back up; it only unfreezes when you type the first letter, which is a little different than what has already been established. This makes sense to me from a design perspective, though, as you've just engaged a full screen bullet clear that doesn't fully interrupt a potentially-intense shot pattern and you're also changing gameplay styles on the fly.
Completing a phrase from your bible, however, doesn't freeze the combo decay even though it's impossible to maintain the combo, which means that if your combo meter is anything below roughly a quarter full, your combo will most definitely break before the next line appears on-screen, which strikes me as a little unfair, especially given that it's still difficult to maintain given the reaction time needed to see, process, and type the first letter of the next phrase unless you have the needed text memorized already.
Overall, the game is amazing. Very original concept, but also well executed and incredibly fun/rewarding. The game is always fair, atmosphere is great and OST kicks @ss. The only thing I would "object" may very well be subjective and it is that for me personally the difficulty curve is a bit wonky. The tutorial boss is easy obviously, the second is also really comfortable, while 3rd, 4th and 5th all felt similar to me in difficulty. The difficulty spike with the 6th, 7th and 8th boss was really steep though, they all kicked my butt multiple times, especially #8. After that, #9 felt a little easy and #10, for a final boss, was also not on the more difficult side. But as I said it could be because I personally had an easier time with certain types of patterns and not others.
I'll be looking forward to any new content or anything from these devs really. Also, the Italian setting, the little wordplay and nods were great for me, as an Italian.
Additionally, the health bar of the enemies to the left seems very confusing. At least, I assume that green bar is a health bar? During the first two phases of the fight it was totally empty. Then it filled with green, and as I continued to fight Enoch it depleted. During the next stage, once it was finally depleted, I assumed Enoch would die, but there was still more to the fight. I'm not really sure what that's supposed to be, it's not explained in the game anywhere.
One last thing: quitting to take a break after 10 attempts to kill a boss, or quitting to restart because I lost a heart I need right at the beginning of the battle and want a better chance of winning - but when you restart you have to do all of the cutscene and investigation all over again? Every time I continue the game I have to go examine all the bits in the church again before the Enoch fight starts, which is really repetitive and unnecessary.
It is trying to start in what looks like a full screen, but is placed across 2 of my monitors.
First of all, let me just say I've enjoyed the game so far.
However, I've given up on finishing it. Stuck for a few days on the Vatican boss, and I'm sick of having to do the whole battle from the beginning every time I die in the late stages. So I'm moving on to different games.
A few suggestion I have:
1. Quick restart - the option to quickly restart a boss fight without having to die first.
2. Hearts - the design of the rosary indicated there's an option to unlock more hearts. I never found out how (different gear in the closet in the apartment?). If you can't unlock more hearts, I'd recommend you indicate that somehow, because it's really confusing. If you can - how? It's never communicated to the player.
3. Checkpoints - mid-fight checkpoints would go a long way to making them less time-consuming. Later boss fights feel really, really long, and having to start them all over again when you die on the later stages, well... sucks. It's just not fun. Repetition is not fun.
4. Skipping - part of the reason I feel boss fights are so time-consuming is because you can't jump straight into the fight when you load up the game. You are either in your apartment or at the beginning of the level. I see not reason for this decision - it's not like I can switch gear, loadout or skills. Why do I have to sit through entire conversations over and over again?
That's all the feedback/suggestions I can think of at the moment.
You should feel proud for making a typing game that's actually fun. And I'm don't usually go for bullet-hell games, but this one feels fair and fun for the most part.