To add on to all that Shermin13 mentioned, the freaking bear achievement is daunting, you have to get lucky that at least 1 is available on each level even to have a chance of getting them.
Great demo, really hope to see more of it, as JoeKherr mentioned I really wish the players block would be it's own color. I think you have a lot of room to grow for traps etc.
clicking wasn't working earlier for me on TNT not sure why, it is now, pushing blocks still does not work, I am running into them and the do not push or move anywhere they fall and stay where they land.
I just uploaded a new version of the game. I hope the problem has been solved. In the current version there is no need to touch TNTs, they will explode after a while.
I so want to like this game, however it is almost unplayable, you get two hits and dead with hidden traps that change on every restart. You can't learn the map to progress, you can't restart at most current level, there is nothing that can be done to give you an advantage on your second, fifth, or twentieth play through other than just play the game at an extremely slow pace.
What Are "Attributes"? Mine has been stuck at 6 of 7 needing level 40 for quite a while, I have gotten legendary on everything, maxed every stat, finished all the quests, and gotten knighthood and chef.
the click box on conversations is so miniscule for Yes / No it is annoying to actually get it to click so I end up spamming left click until I can get it to do anything.
Fun game, great prototype.
1) I would like to see the sword fish attack delay decreased (they attack quicker when your boat is close) they are far to easy by the time you get to them to catch the hoard then pick them off one by one.
2) Though it said larger fish would need bait fish, not once did I have to have a minnow, koi, or shrimp to catch a bass or a sword fish.
3) Fish need to be bound inside the overall play area, fine if they go under things just not out of bounds.
4) Just more content overall would be awesome, would love to get into sharks, whales, etc. that take some time and skill to chase and catch.
5) I would love for a whale or something to be like the bass and run but they can still have the ability to turn and attack.
Thanks for the thorough feedback!
2) Oh that's interesting. I actually had a bait system in place (where you needed smaller fish in hand to catch larger fish) but I removed that so there must be a bug.
3) I'll think on this one since a few people have brought it up now. Admittedly it was just easier to code it this way but I understand how frustrating it can be for something to just go where you can't go.
4) You're totally in line with my thinking :). Since the gameplay is just movement, I wanted some more challenging scenarios that test your dodging/situational awareness abilities. Alas my current goal is to rapidly prototype a bunch of incremental ideas before choosing the best one to flesh out.
The sensor great depth is pretty far off...especially at lower than 100...I have it at great below 167, good below 180 and it still doesn't sense every tile directly next to me when I'm only around 150
Great start.
I would suggest putting in a system of levels, upgrades post level, different traps available on different levels, health bar for the witch hut, more devices for killing villagers, different villager types that would interact with the environment differently, like the guys with torches would see the bear trap and avoid it, give some guys shields that would prevent the zapper from killing them etc.
I just uploaded a new version of the game. I hope the problem has been solved. In the current version there is no need to touch TNTs, they will explode after a while.