A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | |
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1 | # | Tester Name/Handle | Description | Steps to Reproduce | Severity | Screenshots | Developer | Developer Notes | ||||||||||||||||
2 | 1 | Paul | Sprite hitbox extends too far. It looks like the charcter should be able to walk between/behind objects. Notably: NPCs, Island Rocks, Island Trees. Ship Barrels are ideal implementation. | Attempting to walk above/behind NPCs & Island Rocks "feels" wrong. | Feature Request | Resolved | Solved using a combo of Y-Sorting and smaller collisions | |||||||||||||||||
3 | 2 | Paul | Given Interact Key ('E') cannot choose dialogue options. "Enter" is used instead. | Talk to an NPC with a dialogue choice; Attempt to use 'E' to select a dialogue option. | Minor Bug | Accepted | E key can be used, but I'll make sure nothing else is interfering | |||||||||||||||||
4 | 3 | Paul | Walking around while talking to an NPC is possible. Normally, movement is locked while talking; This also allows for pausing while inside the dialogue system. | Talk to an NPC to open the chatbox; Open and close the Inventory; Move around. | Critical Bug | Resolved | Reworked the Menu/Pause/Dialogue to better source character state | |||||||||||||||||
5 | 4 | Paul | Boat camera does not scroll vertically on right side of the ship. Leads to the top of the screen getting cut off when the character moves there. | Walk along the bottom of the ship until past the 2nd mast; Walk to the top of the screen. The camera does not follow. | Minor Bug | Resolved | The ship sprite was cut short and that solution was old. | |||||||||||||||||
6 | 5 | Paul | Interact Key ('E') does not consistently close NPC dialogue. Most notably the Storyteller while training. Name also goes from "Storyteller" to "Leo". | Proceed until the sword is grabbed; Talk to the Storyteller NPC and only use 'E' to advance. It will get stuck. | Minor Bug | Resolved | Removed unnecessary blank dialogue entry at the end of the conversation | |||||||||||||||||
7 | 6 | Paul | Dodging with Storyteller does not seem to give any feedback for a successful dodge; This makes it hard to judge if a dodge was done right; He also just keeps throwing apples. | Practice Dodging with Storyteller | Feature Request | Resolved | He was tossing 10 apples. Limited to 3. Still need to add feedback and stop tossing apples on dialogue trigger. | |||||||||||||||||
8 | 7 | Paul | Dying to the Storyteller makes creates odd behavior. While dead: Storyteller juggles invisible apples/apples stop animating. After restart, Storyteller and Carlos' dialogues do not reset. I do not have a sword anymore, both for attacking & in the inventory. | Advance Carlos's dialogue to be in "try inventory" loop; Advacne Storyteller to apple dodge phase; Die by being hit by enough apples (may take multiple rounds); "Try Again." Talk to Carlos & Storyteller; Check inventory; Attempt to swing sword. | Critical Bug | Accepted | ||||||||||||||||||
9 | 8 | Paul | During the raft section, it is possible to break out into the Southeast part of the map, moving all the way to the world border. | Advance to the raft section; Hold Down & Right and watch the craziness happen. | Critical Bug | Resolved | Entirely new scene sequence added | |||||||||||||||||
10 | 9 | Paul | Attacking Island Stelae prevents inspection until leaving & coming back. | Attack Stelae; Attempt to Interact; Walk away and come back; Compare to spamming interact. | Minor Bug | Resolved | Set collisions to different layers and prevented those layers from interacting on Sword-to-Stelae | |||||||||||||||||
11 | 10 | Paul | Make the Aztec temple enter from the south, matching the movement from outside and inside. Currently, you enter the temple from the south but end up walking east. | Enter the Aztec Temple | Feature Request | Resolved | Done! | |||||||||||||||||
12 | 11 | Paul | Reduce the screen shake in the Aztec Temple Boss. It is jarring to the eyes. Especially in full-screen play | Advance to the Aztec Temple Boss; Get him to do the Stomp attack. | Feature Request | Resolved | I've heard that before. Finally got around to fixing it. | |||||||||||||||||
13 | 12 | Asyranok | The introductory dialogue sequence can become stuck, where the only way to make the dialogue HUD disappear is by pressing the escape key to see the exit menu, and then return. | It doesn't seem to be reliably reproducable. It just happens from time to time. | Minor Bug | Unable to Replicate | I'm sure this has been cleared up in the latest build (fingers crossed) | |||||||||||||||||
14 | 13 | Asyranok | You can swing your sword before picking it up in the tutorial. | Talk to the old man about the sword, then click on the barrel, but don't collect the sword. Then try to swing. | Minor Bug | Resolved | ||||||||||||||||||
15 | 14 | Asyranok | I am on laptop with a track pad, so when I saw that I could press left click or "X", I tried to make the sword swing with the "x" on my keyboard. After almost a minute of trying and wondering if it was bugged, I realized it was meant to be the "x" on an Xbox controller. You may want to specify that it is for a controller. The L Shift though is self explanatory as being for the keyboard. | Suggestion | Resolved | Noted "gamepad" and "keyboard" where necessary | ||||||||||||||||||
16 | 15 | Asyranok | Sometimes, the lightning and fire animations don't play in the intro. The ship just turns black suddenly. | There is no way to reliably reproduce this. It happened only once for me, after playing some of the tutorial, and then refreshing the page and starting a new one. Though I don't know if that had anything to do with it happening. | Minor Bug | Resolved | Removed the sequence altogether to avoid confusion and spoiler | |||||||||||||||||
17 | 16 | Asyranok | The golem boss is way too difficult. There is no feedback I can see on if I am hitting him. If I get to close, I get knocked backwards. So I have to stay a distance away and swing. But I don't know if I am dealing damage because the sword seems to always make a sound as if it is hitting something. Really confused and stuck. That coupled with the multitude of firing obelisks makes this feel like the final boss. Not the first one. | Suggestion | Accepted | WIP. Probably going to push him to a later stage. | ||||||||||||||||||
18 | 17 | Daniel | Golemn boss' stomp attack's sound effect occasionally overlaps on itself, clips out early, or peaks when using headphones. | Reach boss encounter. Let him do his stomp and shockwave attack. Audio issues happen more often if you attemp to attack it. | Critical Bug | Accepted | WIP | |||||||||||||||||
19 | 18 | Daniel | Missing one of the apples thrown by the first NPC provides no feedback. You have to go back to him to redo the dialogue choices to trigger the sword practice again, but he doesn't prompt himself automatically. | Select "Apple Challange" when talking to tutorial NPC. When he throws three apples, miss at least one. Unless you know to talk to him again, nothing happens. | Suggestion | Rejected | I may need to clarify in-game, but there is not a win/fail to the challenge. | |||||||||||||||||
20 | 19 | Daniel | Tutorial dialogue on second playthrough automatically starts at the dodge tutorial, with no way to get the sword. Tutorial character seems to start throwing animation with no apple in hand. Continues throwing invisible apples during death screen. | Die during boss encounter. Quit game to title screen. Press play to start the game again. Walk up to and interact with tutorial character. Character should immedietely prompt you with the dodge controls. Die to the thrown apples. | Critical Bug | Resolved | Still an issue on Restart, but resolved on the Title Screen option which resets the entire game. I'll have to implement resetting only variables set during (this) scene. | |||||||||||||||||
21 | 20 | Daniel | Raft moves by itself but is also controllable with the arrow keys. The latter was discovered by accident and is never communicated. It is unclear whether the raft can move itself successfully to the island, or whether there is even a way to fail this section. | Suggestion | Rejected | The level and raft-drift feature were removed | ||||||||||||||||||
22 | 21 | Joey | Whenever the game is paused, only the player stops moving, but other things (the raft, character animations, etc) continue to play out in realtime. | Pause the Game | Critical Bug | Rejected | I want the gameworld to resume to prevent disrupting the atmosphere, but Enemies and Attacks are prevented while paused. If you read this, Joey, feel free to provide feedback on my intentions. Why do you feel everything should be paused? I'll consider the alternatives. | |||||||||||||||||
23 | 22 | Joey | Upon quitting and reloading the game, the apples that the Captain throws are invisible | Clear the on-ship tutorial, return to the title screen, and reload the game | Minor Bug | Accepted | Reproduced. Investigating. | |||||||||||||||||
24 | 23 | Joey | It was not clear how I could interact with the snake statues, or anything in the temple. I suggest having the Interaction prompt "E/A" that was used with dialogue be used for all interactables | Feature Request | Resolved | Resolved in the latest update. | ||||||||||||||||||
25 | 24 | Joey | While I appreciate having the method of beating the boss be the same as the apple tutorial, the fact that you could not get close enough to the boss to even see him because of his shockwave made it seem unfair each time you got hit. I would either zoom out and center the camera around the boss during this fight, or add move sound effects that actually indicate what's happening. The few sound effects that were played during the boss fight did not seem to corralate to anything that was happening on screen. | Suggestion | Accepted | WIP (likely to refactor or scrap the boss) | ||||||||||||||||||
26 | 25 | Joey | The temple had a few unnecesary rooms. Filling those rooms with more collectables and monsters might help, or just think about the path the player has to take to complete the dungeon, and consider whether or not having those rooms adds anything to the overall experience | Suggestion | Accepted | |||||||||||||||||||
27 | 26 | Joey | A lot of mechanics in the entire game could use any sort of extra animation or sound effect to help signify that something is happening. For example, while striking an obelisk temporarily disables it, it's very unclear that's what is happening. | Suggestion | Accepted | There's a little color change on the gems, but I agree. | ||||||||||||||||||
28 | 27 | Elijah | Demo Boss death sprite still has damage hit box; after defeating the boss and it goes into the state where it is destroyed, the player can walk into the sprite and it deals damage to the player. | Advance to the Aztec Temple Boss; Deafeat the boss; Walk into the boss sprite left behind, observe health being damaged | Minor Bug | |||||||||||||||||||
29 | 28 | Elijah | Player character stuck on boss after defeating it; the player can walk into the boss's death sprite and become stuck where no inputs are taken (pausing the game, attacking, moving, etc.) | Advance to the Aztec Temple Boss; Deafeat the boss; Walk into the boss sprite a couple of times; observe player becoming unable to move and the player unable to pause the game | Critical Bug | |||||||||||||||||||
30 | 29 | Elijah | Pausing during Apple Challenge; if you pause the game during the apple challenge, the Storyteller will continue to throw the apples at he player and will not be paused | Progress the intro util you speak to th storyteller; accept the storyteller's apple challenge; pause the game after you are released from the dialogue window; observe the storyteller playing the apple-telegraph animation and throwing the apples | Minor Bug | |||||||||||||||||||
31 | 30 | Elijah | Exiting the temple level spits you out at the island level start | Advance to the Aztec Temple; Enter the Temple; Exit the temple; observe being spawned on your raft at the start of the level | Minor Bug | |||||||||||||||||||
32 | 31 | Elijah | It seems there is going to be a lot of branching dialogue and decisions in this game. However, in its current state, it is very difficult to tell what those decisions are unless you play through it multiple times with different dialogue choices. This can be a bit frustrating if there is no way to tell how your dialogue decisions will affect the game going forward. Maybe doing what other games like Fallout (and I think osme of the Dark Anthology games do this as well) where by each of the dilogue decisions there is at least some indicator of what path it could lead down or how it could POTENTIALLY sway conversations if you do not wish for te dialogue decisions and branches to be so clear. | Suggestion | ||||||||||||||||||||
33 | 32 | Michael | The player can walk to the right of the tutorial ship and see the edge | Walk to the right of the boat, behind the top post and bast the barrels and carlos. Observe the edge of the boat mysteriously cut in half. | Minor Bug | |||||||||||||||||||
34 | 33 | Michael | The player can still die after defeating the Golem boss | Kill Golem boss. Walk into dead golem sprite. Observe player lose health. | Minor Bug | |||||||||||||||||||
35 | 34 | Michael | The player may repeat dialouge with Aluxe | Go to just before the temple, talk to aluxe, defeat golem in temple, return outside, observe the opportunity to repeat the conversation with Aluxe. | Minor Bug | |||||||||||||||||||
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