This game really needs some kind of a help screen or glossary. Tutorials are short, don't give time to understand what is going on and later there is no way to check it again. Thus highly upvoted questions like "what are the boosts" (I have no idea either, I just now that sometimes system ping)
Is offline obtainium gain working as it was before or is it reduced to 800 ticks? It seems I don't get any obtainium from staying offline for longer than 1 hour.
Two more things: 1) IIRC old cofounders have some special perks raising minimum chance for attack, hit and defend described as "+% after all other calcs". Are all other effects that grant +% apply to numerical value of stats or raise baseline as well? (for example Rush, Aggresion 30). 2) Do you plan on adding some visual cue in stance selection area that shows which stance is strong and weak against which?
I have a lot of fun with this update, new mechanics make builds so much more interesting. Do you have specific reason for grouping stances (red/yellow/blue and new/refreshed orange/green/purple) like this, without making these group connect in any way? I wonder if you experimented with concept like "every stance is strong against 2, weak against 2 and neutral against 1"
@MrJelly101 I reached 169 but I need 2 more golems to max out. I think best setup is Meteor in the middle, Sheep, Mace, Honey and Ice Sword around it and Golems in the corners. It should reach 178.5
When you click on the arrow in the dialogue box it shouldn't instantly skip this dialogue - it should just skip animation showing text letter by letter and show full text. Then, next click should move us to the next dialogue. I don't mind reading but I hate waiting forever for text to show up. And arrow making me completely skip the dialogue makes me also don't want to care about it all.
Besides, game doesn't look like much, a simple concept done several times over and over again, and in this iteration it seems pretty bad (no "buy max" button, really?)
What an atmosphere, I love it. It's a pity it's a simple scroller-arcade type of game so I guess it won't do great rating-wise but it was still a great stuff to play.
Hey thanks a lot! We did the most we could achieve in the jam duration time. Whatever happens I'm glad some people could have some fun with our game <3!
It glitched at some point after connecting four devices together, probably lack of ram on my pc. Can't bring myself to refresh and play it further, doing every concept 3-4 times before moving forward to just a simple variation of it extremely boring. Also, I hope you introduce voltage and amperage later, otherwise there is little educational value as concept of charge moving in wires is going to be abstract for people that only know that their battery has some voltage. Bonus note: you put video explaining serial circuits after it's needed to reach this stage, I think
Hi thanks for feedback. Yes a few people have had out of memory problems - working on this at the moment.
It is hard getting the balance right on the number of similar puzzles to put. For people with no experience of circuits it can take quite a long time to really get the concepts imbedded (which is necessary as we introduce more complex concepts like series, parallel, voltage, current and resistance) - However, I'll keep an eye on this as I may have over done it.
It is intentional to explain about series circuits after you "need" them. The paradigm I am trying to follow is to begin each concept with a couple of simple puzzles which people can solve by a but of trial and error as you learn things much better if you've had to discover them yourself - then a video explains what you have learnt in a more formalised way to ensure you have learnt it correctly.
Responding to dev: You have in-game time and in-game speed yet all distances are "translated" to product of real time and in-game speed. Why? What would be so strange in having also in-game distance? Mixing in-game and real world parameters without explanation or reason is just strange. Seeing that your train travels 20 km/h and seeing that next station is 30 km away you can easily understand how long it will take by looking at in-game time and how fast it goes. Right now it's impossible as it suddenly mixes things up and is rather pointless.
There's one thing that bothers me: above yellow bar there is a total distance covered (?) and speed. In top right corner there is in-game time. The thing is, numbers don't add up at all - after whole in-game day with steady 20 km/h + on average I have 11 km of total distance travelled.
But otherwise - looks very promising, we will watch your career with great interest
Yeas that does not really add up. But how could it? In game time is much faster than RL time.
If the train speed would be synced to the same time I bet it woudl look kinda "funny".
However, the train speed should kinda much RL time. At least to a degree.
I had to make some compromises there since it is a game at the end of the day.
I really like it. After second try I got 1164 and I'm sure I would try another time for maximum score (is there any in-game bonus cutscene/dialogue for reaching max?) as repeating whole game to improve scoring on one level is a bit tedious (and some of the puzzles make it almost impossible to track progress, like room 10 and 460 steps). Overall, very nice experience, please make more :)
3) Why not make one skill on mouse left click and rest on 1-4 or QERF? It's playable with 1-5 but would be so much better with different keysetup. 4) I though relics are going to be special prizes to get from bosses, not something to find in menu. It's fine if you hide small things there but relic with resurrection? I wouldn't beat last boss without it and I got it by checking comments. Again, that's a silly balance. Now I think it should be 3/5 but I will stick to 4/5 as there not that many nicely done games these days. You should work on balancing levels and game can be better.
2) Last boss was a chore. You gave players invulnerability on demand but it made it even worse as you are forced to stand near the tile all the time as there are no visual clues about boss moves. He can simply teleport and make bullet barrage = instant death. Vague hitboxes and health pot reacting to damage with a lag make it even worse. And come on, boss with invulnerability phases when he heals from our damage in game where we can't control allies and most powerful abilities is just awful. Casting blizzard the moment his shield goes does just to see him raising it again and healing felt terrible. It was boring and RNG-based, not challenging.
I wanted to give you 5/5 for amount of work you put into this nice game but because of the issues it will be 4/5. 1) Balance feels off. Some levels have to be simply farmed before you reach another tier of skills or get lucky with waves. It wouldn't be bad thing by itself but it's strange when after very hectic courtyard I was breezing through castle gate with mage and got just a bit of trouble at the end. It was still nothing compared to courtyard, though. I left shooting templar game at courtyard as his skills make him tedious to play and rely too much on positioning.
And btw - are there more than two endings? (read: should I sacrifice my soul to clear all achievements to unlock secret ending? Even though I love games like this and will always upvote nicely done proper games I suck at bullet hell genre...)
A help window is on the way! IO tries her best to help new players along, but like any AI she is still learning and improving the tutorial. :)