Anybody else getting an "src in not defined" error on loading screen since Dec. 5? Kong won't let me send a bug report for some reason and I can't get past that screen in game.
Fantastic new updates! Since the latest one, though, the first random item I get from the Fool or a chest is always the same Precise Axe of Flames. Also, one of the Poison knives seemed to malfunction and dealt attack damage instead of poison.
The new patch seems to have a bug with the scouting done from taverns: whatever new nodes appear from the tavern disappear after the next step on the map. Is that intentional?
One change not mentionned in the log for the Oct. 20 update is how reloads don't change the draws now - all the cards are pre-drawn and simply unfold turn after turn. Makes reloads less of an option for unlucky fights, especially when using Lightning attacks (which is also pre-rolled and, while fun, can be annoyingly underpowered).
Let's wait a while and see how this feels (especially in the daily runs), if it's too awful we can always change it back. I personally like it better this way, but I possibly feel differently about randomness than others do.
"Bottled shops (and all other shops) are now guaranteed to provide at least one item that has some sort of damage."
Apparently, Anemic is listed as causing damage because it came up in a bottled shop in Unprepared as the only potentially damage-dealing card.
Some Shops don't contain offensive gear - just got one of those in my bag while starting an Unprepared game. That makes battles impossible, so maybe that case shouldn't be allowed :)
Playsaurus, did you try to sneak up an update? Because as of May 15 the game's broken.
In any case, nice, enjoyable game. It would be more of a rogue-like if finishing the game gave the players some upgrades that stick, at least after the character unlocks: an extra max life here, a couple extra max energy there, a bonus to church bonuses, a couple percent discount at the shop, a point of armor or a tiny bit of extra damage - that sort of incentive to keep leveling up. Thanks for the great gameplay!
EDIT: SORRY everyone! It's fixed now. You might need to clear your browser cache for our game, though. Here's how: Load up https://playsaurus.com/kongPokerQuest26 then press Ctrl+Shift+R, then come back here and it should be working again.
It's fun, but there are too many broken parts in the game mechanics - some are just glitches (ace of hearts in every hand on daily run not showing up on every hand, three cards appearing with gem instead of two...), some are not even beta state (dodge and charm don't seem to make sense for players as they play before the ennemi). And the balance drastically changes from update to the next...
The fact that "No More Moves" appears when there are some moves left really is an issue. With that fixed, it's a solid, fun game, with a lot of levels. But as is, it's just frustrating.
It's very a disappointing game: nice graphics, plenty of ideas, but eventually it's everything that's wrong with rpgs. It's repetitive and endlessly promising rewards that never come, the various "game modes" are undistiguishable from one another, the dice rolls lets you see how you can randomly get killed by two spiders after killing three dragons, the weapon and experience system make you level up without changin anything in your experience... Could have been good or great, but it's not even fun after a few levels.
That developer is crazy. Makes a solid game, listens to feedback, makes his game better, replies to individual comments, fixes bugs on the fly, replies more, makes the game excellent, and after what looks like three weeks of sleepless, non-stop improvement, still has a sense of humor. Thank you so much, Hopeslicer! Your game is original and kicks ass, and you rock!
Aww, even my mother doesn't talk about me like that. :O Thank you, Gravier! :') I really appreciate it! While I was developing this game, I really lacked motivation, but now with people like you I won't run out of it for a while so I should be the thankful one. :')
Thanks for replying, Hopeslicer! The creeps not following the path happens with all monsters. Levels 6 through 8 at least, whenever I'm not building an airtight wall path (and on those levels I can't because of the outer limits), I get a blus highlight that is not followed by the creeps. See screenshot example here : https://imgur.com/a/0PSIu6M
*edit* The problem should be fixed! Thank you for reporting, it was just a slight mismatch (@3 pixels) between the path calculator and the spawn location. It showed the wrong path pretty rare but it happened, took me some time to figure it out. :o
You need Victory+++ now for the challenges (which is the final boss), it's about the same difficulty.