Kinda difficult to enjoy a game when at any given moment there's anywhere from 3 to 5 separate ad/monetization buttons cluttering the screen, which is a shame, cause it seems like there might be a decent game under them.
Just a small note to dev and others: Save exporting, both to file and clipboard, doesn't seem to work on my chrome (V111.0.5563.147), but it does seem to work in my firefox (V107.0.1). Also, I did check to see if any of my extensions might be causing the issue, no luck... I never really thought much of it before, but I've seen several games that have save exporting export into a text field for manual copying, which I always thought was redundant but, makes sense if you consider a case like this.
A "restart screen" or "rewind to previous screen" feature would have gone a long way to making this game more accessible, there are 3 places i've softlocked in and I've only tried playing for 10 mins now, cool idea though, especially how your name entry can create a word to use elsewhere.
I didn't have fun... maybe it's just the 2.9 block high jump nagging me for 30 odd minutes, or the lack of variable jump height, or the lack of horizontal movement upgrade, or the double jump not refreshing on ceiling grabs, but it just felt like a game designed as a game and not a platformer despite being, a platformer. Frustrating, cause it's not a bad game too.
Finding some of the buildings was too hard for me, would be nice if on completion of a extended run, it gave you the requirements on the Area Journal, would also boost replayability. Also, I think I found (only) one bug: If you build a mainport you can upgrade the connected docks to level 2. However, it actually lets you upgrade all adjacent docks to level 2, allowing you to get 3 (possibly 4 with super unlikely world gen?) level 2 docks on a single body of water, and, it's crazy good with larger bodies of water that are surrounded by production
Bruenor, Race: Shield Dwarf, Class: Fighter, Role: Support...?! Uhh, no? No. Very no. In fact, this here dwarf is a frontliner and a tank with 16 CON (+shield) and 17 STR. Not my D&D.
I thought this would be a sandbox game similar to Reassembly but, it is in fact a rogue-like. In a sandbox, you are allowed to have as much fun as you can, whereas in a rogue-like, it is quite a bit different. Anyone requesting not being forced to dive simply wants to enjoy the game's mechanics that interest them, and it is unjust to claim doing so would be boring to the very people that request it. Consider adding such as a difficulty setting, if only to expand your target audience. Sandbox features aside, I'd suggest allowing a choice between 2 parts on boss defeat (reducing resets because bad luck), as well as allowing boss defeat to significantly contribute to DNA unlocks. 3rd boss is a framerate devourer, might just be Unity Web/browser. Lastly, great theme, great visuals, and the AI shifts approach orientation as they lose weapons on one side, and is annoyingly but refreshingly capable. I'll check the steam release, and ignore anything already addressed.
Hey, thank you for your thoughts! As of now, the next Steam update, coincidentally, will address two of your ideas - easier-to-get sandbox mode and boss drop selection. As for game performance - standalone version is inherently faster and has major optimisations.
What a shame, decent game, poor level design. Could have at least ordered levels by difficulty, as most aren't going to pass level 5, let alone 2. Also keyboard shortcuts would've been good.
One way or another, the event reset into hard mode worked for me yesterday. I don't seem to be able to get more event points though (the present ones on character>event).
Anyone else find it frustrating when they run across something like this?
I mean, media created with a moral message of some sort that, to yourself, is either common sense, common knowledge, or otherwise already integrated in your decision making paradigm / moral compass.
The frustration being that the target audience for such media exists in the first place...
Also, you can take a picture of the hat+head and not trigger the hat headline, but taking a picture of said person's suit without their hat will trigger the hat headline.
I don't feel like there's anything to work towards here...
Of all the things you can buy, only a few feel even remotely useful...
On the other hand, the sounds, the sights and the controls are all good to great, and there's plenty of customization.
I really like the game Boss Slayer, every now and then I go and play it again. Can't say the same for this. I'd mostly attribute that to the music difference to be honest... (Reached Final on 3rd, won on 5th)
Had fun, always impressed at the improvements made between each game in the series. A shame the third difficulty is premium locked though, kinda don't feel inclined to challenge this game anymore knowing that I can't reach the hardest mode... If steam version can import save from here, I'll consider getting it.
To players: I was getting a black screen at first, refreshing a few times solved it, not sure of cause, but probably load troubles (filesize, crap-isp, etc).
To developer: I'm not really sure how I feel about the intro statement for this game, made it seem like I was going to have a lot of trouble getting through this game, when I only died once after the first puzzle/tutorial (maybe due to my paranoia after said intro ordeal)...
Did any of your beta testers point out the spelling mistakes? I'm not bothered by them much, but they can fracture ever-I mean, immersion.
I think this is the third one button rhythm game I've ever played...
And it's the easiest...
I found the game much easier when I close my eyes, take that interface!
And I broke a few tiles on the menu :3
(Greg, how'd you add a badge for world three when said world was released the day after the badge?)
Cool game, would be nice to have 1 button for buffering ring switches, and another for flip, but if difficulty was what you were aiming for, you got it. Got to level 3 and 100 deaths before I feel like playing something a bit more, progress-able.
Does anyone else hate being forced to do things in games?
Such as spending possibly non-renewable resources in-efficiently?
Am I the only person whose blood boils whenever this happens?
ARGH!! (I'm gonna refresh, maybe It'll go away...*prays*)
The immortalize descript should say "Immortalize AN organization member", not "Immortalize organization MEMBERS". The current description lead me to believe that I could get a lot and then immortalize them all, so I ended immortalizing 1 and having the rest die off. /restart
Hey, thank you for your thoughts! As of now, the next Steam update, coincidentally, will address two of your ideas - easier-to-get sandbox mode and boss drop selection. As for game performance - standalone version is inherently faster and has major optimisations.