@Geepope, I actually really like the perks as they are. I agree many of them are really bad, but I treat them a bit like a hard option. Learning to use them to your advantage adds to the replay value (provided you are not too hung up on winning). With the "best" builds I can beat suicide, but with non-combatant, normal is harder. This is no bad thing.
Great game, simple but hard to master. Learning to use the stuff you get for any class give great replay value, as you have to make up tactics on the fly. I would love to see more content though, like robes that boost int, (so my mage is not in full plate) and a few more spells. A wall of fire could be good, as could something like create bush (or at least behaves like it). Enemies with dodge, and a few more terrain types would also add to the tactical richness without changing much code.
I think I'm falling... everything suddenly started moving upwards, now I am alone, with no references. I think it is a bug, but it is a strangely powerful sensation.
A bit ambitious with the world, my comp certainly had trouble getting a decent framerate (though it is crappy). More of an issue was the wings glitching. Couldn't travel far enough to see how different things were up close, but it looked like things in the distance were not being simplified beyond object culling. Nice idea, hard to impliment well.
quite a fun little platformer, I'm not sure if the micronavigation is ment to be the challange or not, but I was having fun. Could be tricky to build objectives that you can guarentee are doable, but if the game is achievment based with multiple playthroughs then that shouldn't be an issue. All in a good solid foundation of a game, Are you planning on developing it into a polished game, or is it purely a test?
GLADos3, it doesn't work because once Y is high the signal passes back through each transistor holding it open and drawing current from any of the inputs. The low inputs do not pull down the voltage, as this example shows.
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