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PhysixCat

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A member registered Sep 06, 2018

Recent community posts

(1 edit)

Necroing this too (sorry) to provide a solution to anyone that might come here from search engines:

To get past the "strawberry" / "child expressing themself through play" section, you need to move immediately after waking up from clearing the thorns, while the narration is happening. You do not want to sit still like I did while listening to the narration, you will get stuck. You need to make sure you at least get to "screen 2" (where you see the herd of animals, the mermaids, etc) before the narration ends.

If you are on the first "screen" when the dialog finishes, the trigger for "screen 3" that is supposed to happen in "screen 2" is activated and you've missed it, soft locking yourself.

Necroing this to inform: upon trying it a year later, the issue has fixed itself. It was likely a problem with a package that got fixed somewhere along the way. Game runs perfectly now

Yeah! I just feel like the transforming mid-combat was a key component of the flow of combat in BB, so I'm wondering if subverting that was done to intentionally break up the combat, or if it was just the lack of buttons - and if it was, dual purpose Square seems like it would be great for that.

I am happy to report that it runs perfectly on Proton (tested on 6.21-GE-2). Just add it as a non-steam game to your library (the exe you want is BBPSX-Win64-Shipping.exe), select the compatibility option, and you're good to go :) It is entirely possible that it runs perfect without the GloriousEggroll proton build, feel free to report back with which one you used.


Of course it would be fantastic to have it native on linux, but this is a great workaround for now

Hello! Fantastic job on the project, I've been enjoying it a lot so far :) I had a suggestion regarding the Square button.

Seeing as the only use we have for it is walking, and as walking isn't really that important during most encounters (its only use is for sneaking up on enemies or careful navigation), it seems in theory like it would be prime real estate for the Trick Weapon functionality. Having the combat be broken up by 4 button presses (menu->down to select weapon->L1->close menu) by an action that could take just 1 press seems rather harsh. If the intention behind the decision is to put a full stop on the combat and force a temporary retreat, then it's doing its job - but if the intention was because of lack of options on the control side of things, I feel like Square would be a fantastic candidate for it.

So like I mention in the title, I think it would be great if Square could be tapped for Trick Weapon switch, and holding it for Walking. Maybe even a cheat, if the decision was made precisely to break up combat?

Thank you again for all the passion and work you put into this :)

(4 edits)

Hello, I've been having issues with the game's audio crackling and popping constantly. I've gotten this message on the console upon running the nw binary, if it helps at all to determine the issue:

OR_LOG_ENTRY {"error":"Failed to reconcile encoded audio times with decoded output." 

I'm on Debian Sid, using PulseAudio 14.2 and linux kernel 5.10.0-2-amd64.

I noticed there was a similar topic on this forum posted last year by another linux user which was seemingly caused by their bluetooth headset and was solved by restarting it, but I don't own one. Is there anything that I could try to make nwjs play nice with the audio here? Thank you for your time