Is it possible to make text appear immediately? Most people read faster than text appears in this game, and, as far as I understood, you have to act fast here.
As far as I remember, Papers, Please also had this issue, but you could at least read something else while person in question talks.
Why retreating is French perk? Letting wounded units retreat from battle is natural, and it saves ridiculous amounts of resources by not having to buy new units. I won a Hard game as French without losing any units, and finished a Very Hard run on second try.
Cube Escape series have always been harsh to my CPU for some reason, but this one lags like crazy. Some animations may take up to half minute slow movement after their sounds have stopped, and the only way to avoid that is to leave current scene and get back.
What a cheesy ending. Nanay just gives up her delusion and then they live happily? No existential crises, no backslash, no investigation over antagonist's demise, nothing? Even game mechanic doesn't buy that cheesy happy ending, as it clearly shows that inn development halts upon reaching five stars.
Thanks for reporting. Does this happen too when the game speed is at "x1" or just during a speed-up? Because I have to find a performance optimized workaround for the speed-up issue.
5/5. This would be brilliant in post-soviet setting. Events during Chernobyl reactor meltdown, the beginning of Chechnya war and october putch of 1993 were pretty much like this.
Ok, I don't get something. How gravity works here? I just tried launching two rockets in sandbox, one weighted 1.1 and another one 0.1 (omega body, balloon and different number of pingu balloons). Drag was disabled. As far as I recall the second law of Newton, second rocket should accelerate 10 times faster, but both flights were almost identical. Even more weirdly, rockets with negative weight fall down instead of floating up.
I butchered the physics engine up because of how freaking boring and UPLAYABLE things were when realistic. If a rocket lifted a 2 weight body well, it wouldn't lift anything else, and if it lifted a 130 weight build, then it would be lightspeed on lighter builds.
Ok, fire rate is seriously bugged. If tower has attack animation, its minimum fire rate is limited by that animation. In other words, no wizard, ranger or warrior will make mor than one attack per second, and guard towers and spires may fire continuosly.
Good game! Man, western people actually believe that people go to hell to suffer eternally. This is so depressing. And he banishes that ghost with such a mean face.
Sieges seem to be the longest, the most exhausting, the most boring and the least making sence part of gameplay. There are no siege engines to speed that up and it takes ages for regular units to demolish castle. 1:1 unit exchange with defending archers would be quicker and more satisfying. Besides, it would eliminate need for artifical gameplay crutches like disabled castle repairs for AI and instakilling archers who reach the other side.
Why do archers always just die when they reach opposing fortress? I just noticed that archers with different ranges die at different distance, long-ranged ones dying earlier.
Is it possible to make autoquesting trigger each time a quest is done, and be weighted towards bonus quests? Currently it seems to trigger each 3 seconds and select random quest.
Raw. I have to zoom out to fit the game into screen (my display is 1366x768 with page having 620 pixels without fullscreen mode). For some weird reason game freezes for a few seconds when the seeds are dispatched, although the graphics aren't that fancy to justify high system demands. Animations are annoying and if I click to skip them the game crashes.
Lovely art. But if you are going to make more difference games, mirror the images next time, or make them of different sizes. Once you solve a few of these riddles your eyes start to slant on their own, after which all differences are spotted instantenously.
No, BV, I don't mind that devs didn't bother to draw the upper deck or constant 4th wall craking. Lag and unabilty to lower quality is another thing though.
There's no in-game option to reduce quality which I admit was an oversight but the Flash context menu is still available with right click, you can lower the quality from there.
Thanks for reporting. Does this happen too when the game speed is at "x1" or just during a speed-up? Because I have to find a performance optimized workaround for the speed-up issue.