noticed a few issues so far.
1: Can't load from chapter 1 save
2: Ysabel has a movement value of 50 (though useful clearly not intended)
3: Tevoran has an ability called "Megadeath" that kills every enemy on the field for only 5 AP (again, useful, but clearly not intended)
4: in the prep menu screens you can see Aizu before she actually joins the party.
5: some layering issues where a character will appear in front of a field object when they should be standing behind it. (like the corner of a table or bench)
these are just the issues I found, hope it helps. I loved the first game and i'm loving this one so far as well, hope you can fix these things. <3
Doesn't really feel like an idle game or a game with a clicking mechanic, like the first, like you would expect from a game with "Clicker' in the title. I mean you could consider any game with a mouse interface to be a "Clicker" , but as a whole, right now, it feels less like an idle game and more like a management game. A very slow paced management game without any 'obvious' goal to reach.
Also, it's annoying how i can't choose my enemy, i just encounter random ones. Which is fine if that's the way it is, but there needs to be some way to at least choose the rank of the enemy; my second enemy was a rank 4 and took my monster about three minutes to kill, a real pace killer for so early on in the game. Which again, brings up the lack of "clicking" for me to do. Let me help with killing the enemy, or at least include some sort of interactive element other than "Worlds greatest healer".
Having played though the game about six times, and beating it on both "xtreme" mode and "Just ridiculous" mode (FYI you need to use super speed). I can say that I loved this game. It was an amazingly fun and well paced game. The humor is great and the atmosphere that is created by the various music tracks is simply magical. The controls are very tight and it makes playing the game just a joy. the only thing I would have like would have been a second partner world, or a "stupidly" hard post game world. But I digress, the game was amazing and if the fourth game is half as good as this one, it will be an experience I would gladly play. ^_^
P.S. Using X-ray mode, I noticed that the viewing rooms were completely filled in with hit boxes. Were they going to have some effect early on in development that simply got cut later on, but kept the hit boxes, or was it an easier way to add that specific background texture?
the spawn displacement seems to happen after you make the first impact on the ground. It also seems to have larger displacement depending on how far you on said first launch. Earlier on it would take several dozen impacts before there was any notable displacement, however after flying over 1.5M feet before my first landing the displacement was instantly to far behind me to see any stuff.
momoguru, you get the Dev of the year award. Not only did you make an insanely impressive game, you listened to the community, synthesized the constructive criticism, and improved almost every aspect of the game. Seriously, in the three days of playing this game I think I've seen more updates for QOL ( IE. display improvements, shortcut buttons, fixing inconveniences/minor bugs) then just about every game ever. You have an incredible passion and drive, you're an inspiration and all game developers should try to have a similar passion in their respective works.
I can't wait to see what you come out with in the future, but until then, I think i'll play a few more cycles of this game. ^_^
great game! My only complaint has to be that to the best way to get three stars seems to be just refreshing until you get a set up that's easy. While this may make for a decent amount of replayability, in that you'll never get the same set up twice, it trivializes the three star rank, and changes this from an interesting puzzle game to a luck based collision game. This, however, isn't a bad thing. I found I had an interesting amount of fun just playing "fast and loose", and not worrying about ranks. Whether this was the intended goal, I don't know, but I had fun. 4/5 Can't wait to see the sequel/level pack. Keep up the good work. ^_^
It's an OK game, but honestly, if this had any other title than 'endless war' I would have probably been excited and enjoyed it a lot more. Call it "Endless Tanks" , "Tank Wars", anything, but the fact that you keep using the same name is hurting you more than helping. the last three Endless Wars' were a such a disconnect from the previous I don't understand why you didn't just start a new series. Please stop destroying the name of this game, beyond what you've already done. I don't think you can salvage this series to it's former glory, even if you were to return to the original format. Just put dev time into a new game, please.
huh, in stage three, I clipped through one of the walls. thinking I had found a secret I continued kept going through the wall only to find that I fell through the world. :/ kinda stinks to find a glitch in such a polished game.
There needs to be a "prioritize enemy" command because my archers are retards. They will just attack the wimpy lizard men while the Ripper just runs out of their range.It also seems random as to wich unit they attack, is it "Attack unit that's been on the map longest or the enemy that's farthest on the road? Well even just a "click on unit to prioritize it" for all your units.I think it would make the game more interactive and heck of a lot less annoying. + if you agree
WARNING:Drinking may cause the following:Stumbling, Falling, Slurred vision, Rage, Dying, Reanimation after death, And cause you to enjoy listening to Lady Ga Ga.
If you still have the desire to drink acohol please seek professional attention immediately.
don't burn out on it too fast, i got new stuff coming that is actually cool and not little fixes.