I have good news for anyone that can't play this here: download the Flashpoint Archive. It has tons of games, including this one. I'm really glad they've taken steps to preserve these kinds of games.
I played this years ago, but played again yesterday. The first time I got 30% morale, and at the end the storm damaged a lot of the village and I had to leave. I played again and got 100% morale, there was minor damage, and I got to stay. The third time I got morale to 100%, and it would have gone to 110 or 120 if it had been able. Then for the last decision I decided to try inspiring the villagers instead of building myself. My charisma was 16--but it wasn't enough, and morale went to 90% for the end. And as far as I can tell I got the same ending as I did with 30%, having to leave the village. I tried again and succeeded in inspiring the village with 18 charisma. I'll add that you probably don't need agility at all. Early on you should mainly get intelligence up, then charisma, and strength for the last few days.
I played this years ago and it worked fine. Now, with Ruffle, it seems unplayable. Equipment and items apparently aren't in the right spots--I put my mouse in random spots around the screen and the game has pop-ups indicating items are there, but they're not visible. I tried downloading the .swf and playing the game in Newgrounds player, Flash debugger, and Flash Game Archive. The game loads, but is just a loop of some sprites. So I'm not sure how to get this working. Pity, it was a good game.
This is a fun little game. It's not quite clear what a lot of things do though. It would be really nice if there was a Stats screen, so you could know what your values for damage, range, crit, etc are. I find myself trying to guess what my character needs more of.
I love this game--the game mechanics, the music, and story. But the thing that stands out to me after finishing it a few times is that it doesn't feel like it has a real ending. It ends by interpreting your choices in the game, but they don't feel like they have any real bearing on anything. It almost reminds me of a personality test. I don't think it's all that accurate in that regard. I would love to see a sequel to this . . . somehow I don't think that's going to happen though, seeing it's been 11 years since it came out.
It's nice to see a Chrono Trigger fan game. It's pretty crude unfortunately, with poor keyboard layout and not such great design. Can be beaten in probably 10-30 minutes, depending on how much grind. Not much to the game. But it is nice to see a fan game for Chrono Trigger.
Net worth over 31,000. I've realized you have to be very careful not to die, pretty much leaving any fight if it looks like you might die, and lose any money you've made.
I've died about 5 or 6 times playing this game. Only once did I win, with something like 23,000 credits. It's important to avoid taking fights you can't win.
Hey Peachtreeoath, thank you for your reply! And I actually went on to break that time again. I don't know if you'd consider it at all at this point, but I actually have a little recommendation for your game: add a few sounds and possibly some music. I think that on two different occasions before I saw this game and began playing it but got bored after a minute. This is the first time I actually tried very much at it, but if you just put in a few sound effects I think it would bump the quality up a lot, since I guess you're still paying attention to who's playing. Anyway I thought I'd just make that little comment.
That's a fair suggestion for sure. The main reason I left it out was because I wanted to get this prototype out as soon as I could, so the focus was more on gameplay/art. If I ever did a full version of this, audio is something I would very much like to tackle too.
Awesome you picked up on that, I really wanted to make the whole experience fairly dynamic. Even if some skills are weak early on, they might have some use in late game or along a different path.
It's fast and pretty, but nearly unplayable since you can barely aim with all the debris cluttering the screen. Needs a larger and better targeting reticle. I was at least able to get the mouse cursor to appear in my game by right clicking in the game area.
I'm only about 10 or 15 minutes into this game, but I'm wondering if it was some sort of precursor to Bubble Tanks. Bubble Tanks and Stormwinds were both released on Kong in 2007, while this came out in 2011, and yet the quality of this game seems markedly lower--no customization options for the ships that I see, my shots are going through enemies without damaging them, and there's just something about this game that just feels more primitive. It almost seems like they started working on this, then left it to work on other projects . . . but never really gave this the polish it needed before releasing it.
Decided to check the upgrades screen before touching any other part of the game.
Aaaaaaaand now I can't leave the upgrades screen. Back button no worky :(
I like the concept of a side-scrolling story-based shooter. Starwish is one my very favorite games on Kongregate. Unfortunately, this seems to be a long way from complete. After moving around on the surface and killing some enemies, I went underground and into some caves, but very quickly came to a wall. I haven't encountered any dialogue in the game, and there seems to be very little to do. I may be missing something here, but it seems very unfinished.
I used to play Globs: Path of the Guru and this reminds me a lot of that, except I love that you've included a second player. One thing I've been thinking about though, since you've turned into a 1vs1 strategy game: the amount of hexes you've absorbed on every given turn should affect how fast you'll be able to move in the future. So it might be something like every tile you get generates 1 energy, and it takes 5 energy to pick up each new tile. In this way you'd also have to think about your total number of tiles each turn, not just your fastest route to block your opponent.
That's a fair suggestion for sure. The main reason I left it out was because I wanted to get this prototype out as soon as I could, so the focus was more on gameplay/art. If I ever did a full version of this, audio is something I would very much like to tackle too.