Thanks for playing! My guess regarding Thicketon has to do with a screen space problem, that seems to happen more often on Mac builds (where the exit is offscreen and can't be clicked). I'm chatting with some Mac developers to see if I can sort out this and the executable bit, as well as see if I can get a build that functions on Linux. Thanks so much for your patience! Exporting to Mac has been a learning process for this jam game =[
i didn't mention it, but the ui seems a somewhat busted on the mac build, compared with screenshots. The elements in the bottom right indicating when you have a reroll etc are glitched, maybe also due to layout issue
I tried the two Win builds on the same mac laptop using crossover-wine, and have more details:
- The regular windows build under wine behaves identically to the mac build (glitched reroll indicator, Thicketon exit hotspot is offscreen). This would make me think it's an issue with my particular display resolution, except I tried with various output resolutions and it's the same (both builds).
- The 1600x900 win build runs in a window under wine. If I set my display resolution to 1680x1050, I can fit the whole window and play without any issues.
I'm able to leave Thicketon in the Mac build of 3.1. The reroll indicator seems to still be layed out relative to the window dimensions rather than the viewport (screenshot , ^1) but that doesn't affect playability.
PS, I see that you uploaded a new build of Perilous Night too. I didn't mention it before, but Night also seemed to be affected by a similar issue, and it seems to be fixed by your latest build. Thanks!
^1: The out-of-viewport fill pattern is the same in all PowerQuest games, and I've decided to assume it's a feature :D @PowerHoof
oh lordy D: well I'm glad I got a little closer, thanks for all this testing!
Regarding being out of canvas in future games, letterboxing got put into the recent big release that should solve a lot of these problems with games going forward!
I'll see what I can do, though I wouldn't get my hope up to high for this game given how many macs it DOES seem to work for since I cant test myself: do you get any sorts of errors or reports or anything?
This is awesome!!! Can tell a lot went into making this. The art work was fantastic and definitely felt like it was from that era -the story and writing was really good too! Also loved the way the title is part of the map :D Really enjoyed this game -fantastic work!! :D
Thank you for joining us when we played your game during our stream! 😊 Wrote a little recap for our blog that I'd like to share here:
Perilous Wilde gave us a wonderful glimpse of a classic point-and-click adventure experience and involved some of our favorite things – dice! Dice and failing! In Perilous Wilde, you'll experience the days leading up to a group of adventurers' attempt of capturing a weapon delivery.
The game offers a semi-linear experience, as you'll have to roll the dice again and again when trying to accomplish certain tasks, be it by talking or unsheathing your sword. Our favorite moment was when we actually failed one of those tasks, as this is something we so rarely get to experience! Also, we watched in awe when we first saw the world map with its various locations.
sorry, but what do I do wrong? I cannot seem to save the game, I only get "new game" each time I start again... there was a save1.sav created in the game folder, though... Any idea?
The game is not savable as is (this was outside the scope of the jam) exiting the game creates a save file because it calls a save and exit function, but the save file contains no data about the game.
ah, OK... the exit button actually displays as "save" when you hover over it. Maybe you should explain this on the itch.io page or somewhere after startup.
So next time I have to make sure to bring enough free time for a complete runthrough!
Really ambitious in scope, allowing multiple paths through the game. I'm a sucker for SCI graphics in the EGA palette and for MT-32 sounds, so this is right up my alley. Thanks for doing that patch as quickly as you did in response to my bug reports, so that I could make it to the end of the game! Turned out just as impressive as I'd guessed from watching you stream. Looking forward to exploring a bit more and finding my way to the saltpetre.
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I can't seem to leave Thicketon (OSX build). Clicked all along the left side of the screen.
Thanks for playing! My guess regarding Thicketon has to do with a screen space problem, that seems to happen more often on Mac builds (where the exit is offscreen and can't be clicked). I'm chatting with some Mac developers to see if I can sort out this and the executable bit, as well as see if I can get a build that functions on Linux. Thanks so much for your patience! Exporting to Mac has been a learning process for this jam game =[
i didn't mention it, but the ui seems a somewhat busted on the mac build, compared with screenshots. The elements in the bottom right indicating when you have a reroll etc are glitched, maybe also due to layout issue
gonna play your perilous games on a windows box this eve tho :D
Oh how exciting! Well I'd love to hear what you think, any feedback could make it into an upcoming game.
I tried the two Win builds on the same mac laptop using crossover-wine, and have more details:
- The regular windows build under wine behaves identically to the mac build (glitched reroll indicator, Thicketon exit hotspot is offscreen). This would make me think it's an issue with my particular display resolution, except I tried with various output resolutions and it's the same (both builds).
- The 1600x900 win build runs in a window under wine. If I set my display resolution to 1680x1050, I can fit the whole window and play without any issues.
Found what might be a fix, would love to know if 3.1 works on your monitors if you have the chance to test it.
I'm able to leave Thicketon in the Mac build of 3.1. The reroll indicator seems to still be layed out relative to the window dimensions rather than the viewport (screenshot , ^1) but that doesn't affect playability.
PS, I see that you uploaded a new build of Perilous Night too. I didn't mention it before, but Night also seemed to be affected by a similar issue, and it seems to be fixed by your latest build. Thanks!
^1: The out-of-viewport fill pattern is the same in all PowerQuest games, and I've decided to assume it's a feature :D @PowerHoof
oh lordy D: well I'm glad I got a little closer, thanks for all this testing!
Regarding being out of canvas in future games, letterboxing got put into the recent big release that should solve a lot of these problems with games going forward!
I can't seem to run the Mac version. I'm running OS Monterey. Any ideas?
I'll see what I can do, though I wouldn't get my hope up to high for this game given how many macs it DOES seem to work for since I cant test myself: do you get any sorts of errors or reports or anything?
Yes, it just says, "The application “Build” can’t be opened."
The program somehow doesn't have the executable bit set. I think later OSX versions do this to unsigned apps but not sure.
`chmod +x ~/Downloads/Build.app/Contents/MacOS/PerilousWilde`
Then you can right-click -> Open to bypass the other "this app can't be opened" wall.
This is awesome!!! Can tell a lot went into making this. The art work was fantastic and definitely felt like it was from that era -the story and writing was really good too! Also loved the way the title is part of the map :D Really enjoyed this game -fantastic work!! :D
PS: the dice was really cool too! :D
Thanks a bunch Chase!! Hoping to do another adventure jam like this again sometime!
Thank you for joining us when we played your game during our stream! 😊 Wrote a little recap for our blog that I'd like to share here:
Perilous Wilde gave us a wonderful glimpse of a classic point-and-click adventure experience and involved some of our favorite things – dice! Dice and failing! In Perilous Wilde, you'll experience the days leading up to a group of adventurers' attempt of capturing a weapon delivery.
The game offers a semi-linear experience, as you'll have to roll the dice again and again when trying to accomplish certain tasks, be it by talking or unsheathing your sword. Our favorite moment was when we actually failed one of those tasks, as this is something we so rarely get to experience! Also, we watched in awe when we first saw the world map with its various locations.
Thanks for playing! It was cool to see people's eyes immediately light up when the dice rolling clicked for y'all :D
A lovely incursion into the Perilous Wilde. Lady luck was on my side with the rolls so things were pretty smooth. :) Great work in the jam.
Thanks a bunch! It was a delight to work on, glad you had fun with it!
sorry, but what do I do wrong? I cannot seem to save the game, I only get "new game" each time I start again... there was a save1.sav created in the game folder, though... Any idea?
The game is not savable as is (this was outside the scope of the jam) exiting the game creates a save file because it calls a save and exit function, but the save file contains no data about the game.
ah, OK... the exit button actually displays as "save" when you hover over it. Maybe you should explain this on the itch.io page or somewhere after startup.
So next time I have to make sure to bring enough free time for a complete runthrough!
New version features the intended text for the exit button. Sorry about the confusing, thanks for reporting!
very good
Thanks for playing!
Really ambitious in scope, allowing multiple paths through the game. I'm a sucker for SCI graphics in the EGA palette and for MT-32 sounds, so this is right up my alley. Thanks for doing that patch as quickly as you did in response to my bug reports, so that I could make it to the end of the game! Turned out just as impressive as I'd guessed from watching you stream. Looking forward to exploring a bit more and finding my way to the saltpetre.
Thanks for doing so much bug testing :P game would probably still be much more broken.