Can you drop your forest map? Because at full exploration it looks like this. (drew one of the walls as red so it didn't confuse you that you lost some passage right at the start of forest)
mixamasl
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I don't know if someone have already figured it out and wrote here, but there's alt way to get shards - when one of your witches is sad, click on her multiple times in short time to make her happy and she will give you a bit of shards, and sometimes corresponding drop (Celerea gave me milk and Rose gave me a stick)
Team edit is available at Biscotti and Night Domain, there are card-deck like icon near the clock. That's about adding the to the team.
About leveling up. Remember the sigil at Sablee where blue seal were originally located and where you defeated Klehss? Look for the same thing at Biscotti. You can click on it and after meeting certain circumstances (level, amount of power orb, amount of shards) you can level up a witch.
Noticed the revive reset. But i think that avoids the girls which are already in your party (?), got my ghost and mushroom girls saved like that.
Eh, even if revive reset means another shard farming for reviving everyone all over again, then that's isn't a big deal with ghost's orbitals attack.
Edit: Fixed almost everything. Just like i said in the first comment, because i was flying through cutscenes aka game progress by F9, my game stuck at 33 cutscene (was too lazy to find the revive back in the day so was using a scripted one). Got back to 43th and now missing skeletons are back. Now i get what you were talking about Klehss and F12.
Nosebecc. Asking that since i've been flying through cutscenes by F9 in debug for god knows how many times in my savefile - is there a way that this can somehow bug the witch revival?
Klehss is revivable and playable, i guess Celerea are too, but no matter how much i kill them in their respective fights/fights in the endgame room - i can't get their skeletons.
As far as i know - shape fights are the only reliable way to get shards.
You can speed up this process a bit with debug mode (SHIFT+ENTER+F2), after it's activation you can click left/right CTRL and that will allow you to go any direction even if you encounter a fight, and you can do it until you encounter shapes fight.
By the end of such farm every section of location map can be filled with normal fights.)) Edit: Added a screenshot
I have noticed them - they are obvious enough already.
Better make the grabbing/scrolling feature itself a bit more obvious, because when you hover your mouse over something you can click - you hear a sound, but grabbing/scrolling doesn't have that.
I had the same thing with the cannons in the night dome - figured that they are moved by scrolling after several attempts to move them while grabbing the "lever" or what was that.
First things first - remember that if you place red/blue/green pellet on top of pink/yellow/cyan shard (and vice versa) then it will replace them by pushing out the previous color. That's the main gimmick of that puzzle.
I don't remember which color opens the door, but you if you will choose yellow/cyan version, then all you need to do is to replace most of the colors by the gimmick i explaned earlier - you can do it with a red fei pellet which wonders around right side of the screen (place red pellet on top of cyan shard - then do the same by placing a pellet of needed secondary color on top of now red shard), after that there will be at most only one shard of wrong color which you'll need to "fix" by color combining.
Completed the game and now vaccuming locations. I don't get Auria Towers at all - map shows that i'm missing 25-50% of the hidden treasures on several floors, but no matter how much i look at every room, my eyes can't spot anything.
Any hints? Maybe i should somehow interact with the "steam sillouetes"?
After saving the game i get this crash every time i try to edit my party.
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Other Event: User Defined 2
for object obj_CharaSelectSpellCard:
Push :: Execution Error - Variable Index [9009,5] out of range [1,-1] - -7.itemInfo(100002,288288005)
at gml_Object_obj_CharaSelectSpellCard_Other_12
############################################################################################
First screenshot - top door is unlocked by popping jumping clouds in the background, how to open the bottom one - no clue.
As for the door on the second screenshot - i think it's about hitting the furthest sphere, but it exceeds sling's maximum range(?). Maybe after some moment we get a tool to move the slings/spheres, but for now i have no clue how to reach it.
About the new demo - is anywhere an easy way to farm exp for the characters? I know i may sound like crazy and lazy at the same time, but i want to max out everyone, and that's very hard task with how much exp usually drops from enemies and that's only for 1 character out of 4 in entire party (i know others gain some exp too, but i've only see them getting maximum of 10-15 exp), and there are others who are not in it and gain nothing.
Every time i try to go into the ocean after restarting the game and choosing my save i get this error
############################################################################################
FATAL ERROR in
action number 1
of Draw Event
for object obj_Map:
Push :: Execution Error - Variable Index [1,1] out of range [1,-1] - -7.tempArrayMultiState(100003,32001)
at gml_Object_obj_Map_Draw_0
############################################################################################
Creator has interest in development of his game - it can be seen through his discord server, where you can ask him directly about it.
If i recall correctly, the cause of slow development is that he is working on the game alone because he wants to make the game by his own vision and in his own pace so he didn't burnout during development like most indie-devs do before dropping their projects.
Quote from his "Leaving Patreon" message:
"As for the fate of MGI, well, nothing about the end product will change. I'll just approach developing more efficiently with less updates and no wip builds"