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Yuurand: Tales of the Labyrinth

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Yuurand: Tales of the Labyrinth


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#91 nitroike

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Posted 22 July 2018 - 04:15 PM

And I finished! That was a great game! Thank you


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#92 Aevin

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Posted 22 July 2018 - 06:33 PM

Thanks for playing! Really glad you enjoyed it! :)



#93 Russ

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Posted 24 July 2018 - 09:03 PM

A fairly large bugfix patch is now live. This will break current saves.

Changelog


The next update should feature a decent amount of new content. However, given the serious nature of some of the bugs found recently, a bugfix update seemed warranted.
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#94 Aevin

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Posted 27 July 2018 - 10:58 PM

Have a bug fix update for our bug fix update!

 

The last update introduce some unexpected issues, including one that could prevent people from finishing their runs. Definitely recommended to update to this one, but if you're still in the middle of a run from one of the original release files, this will break saves.

 

Edit: Aaand another quick update. This solved a minor issue with leeches and includes optimizations that should minimize lag in most situations. More optimizations are coming in the future, (looking at you, bone worms), so hopefully we'll soon have this running as smoothly as possible even on low-end machines.



#95 Bilyso

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Posted 12 August 2018 - 01:22 AM

Where am I supposed to go with the cursed souls? I've gotten all 8 of them and I'm not sure what to do with them. I'm playing the Yurei map if it makes any difference.



#96 Orithan

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Posted 12 August 2018 - 01:37 AM

There is a room in Willville that seemed to be a completely empty dead-end and do absolutely nothing at all. Use a certain spell you got from the bonus areas in the middle of this room. The game will tell you where you need to go next.


Edited by Orithan, 12 August 2018 - 01:38 AM.


#97 Avaro

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Posted 14 August 2018 - 01:16 PM

Does one miss out on the hint on what to do next, if one beats the venser boss after collecting the 8 things?



#98 Aevin

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Posted 14 August 2018 - 05:26 PM

When you collect all 8, you get a hint of where to take them. When you beat the boss, most characters get a "you need to explore more" message. If you try to trigger the event in the Willville room before beating the final boss, you'll get a hint telling you to do so.

 

We really ought to have a repeatable hint, since the hints can be a bit obscure and easy to forget ... But no matter what order you do it in, you should still get all the hints.


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#99 Aevin

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Posted 18 August 2018 - 04:41 PM

We just submitted a very important update! We've resolved some global script structuring issues and eliminated nearly all frame drops from the quest! Players on low end systems should see a very significant improvement in performance. Some frame drops and slowdown may occur rarely with certain combinations of enemies and weapons (ie, Sunsphere on that screen full of 4 giant skull worms), but it should no longer hamper the overall experience.

 

There have also been various bug and balance changes. You can see a more detailed change log in the notes on the quest page. It's highly recommended you update before doing any new runs, but switching in the middle of a run isn't recommended.

 

We're hoping to post an update with some substantial new content in the near future as well. I hope you'll look forward to it!



#100 Russ

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Posted 25 August 2018 - 05:38 PM

Small update today. The biggest feature is that wind and magic stream can now reveal block markers, if you sustain fire on the wall, making sound no longer the best choice for revealing item triggers. We also fixed a bug where bosses would fail to spawn if playing as Ava, buffed playable Holm, and fixed a few smaller bugs.

#101 NumberX1

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Posted 10 January 2025 - 10:18 PM

I can't seem to find the cursed soul for the challenge version of Cocytus



#102 Aevin

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Posted 11 January 2025 - 02:05 AM

I can't seem to find the cursed soul for the challenge version of Cocytus

Not sure if you got an answer on this yet, but ... This is an odd one based on some obscure knowledge of original Hitodama. It's honestly kind of bad, though there is at least a little bit of a hint. In the electrified water room at the south end of the area, where you previously got a key, dive in the upper left corner of the room.
 


Edited by Aevin, 11 January 2025 - 02:15 AM.


#103 Hari

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Posted 05 March 2025 - 03:24 AM

so I think it would be nice if Yuurand had an option to turn off that strobing light pattern from the Reikon labyrinth cathedral area, that one that flashes across the screen in diamond patterns. (as well as the other areas that effect shows up in, Reikon's Venter Mortis and like a single screen in Radiant Prismia iirc)

 

that would be a helpful option for accessibility imo. I know for myself personally, due to my photosensitivity, those areas are always nigh unplayable for me because that light flashing thing is so elaborate and intense that it's just extremely unpleasant and nausea inducing.

 

at the very least, it would be good to have an option to replace it with something less intense, if outright disabling the effect would be too much of a design concession for those areas.

 

anyways, just a thought i've had for a while and wanted to put out there.

 

 

 

(btw, entirely unrelated but where's the music of the new Mictlan area from? it's good as hell lol)



#104 Ether

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Posted 05 March 2025 - 08:37 AM

 

Can't help with the rest, obviously, but that's Mictlan.



#105 Russ

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Posted 05 March 2025 - 06:09 PM

so I think it would be nice if Yuurand had an option to turn off that strobing light pattern from the Reikon labyrinth cathedral area, that one that flashes across the screen in diamond patterns. (as well as the other areas that effect shows up in, Reikon's Venter Mortis and like a single screen in Radiant Prismia iirc)
 
that would be a helpful option for accessibility imo. I know for myself personally, due to my photosensitivity, those areas are always nigh unplayable for me because that light flashing thing is so elaborate and intense that it's just extremely unpleasant and nausea inducing.
 
at the very least, it would be good to have an option to replace it with something less intense, if outright disabling the effect would be too much of a design concession for those areas.
 
anyways, just a thought i've had for a while and wanted to put out there.

You do raise a good point there. I'm hesitant to outright change it myself, as those areas are Aevin's, and he's expressed an attachment to the effect, but I can certainly approach him regarding an accessibility option for it. With your photosensitivity, what is the worst aspect of the effect? If it were to be a single, duller color but still play the same animation, would that be better?


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