I found a bug: when you have these blocking switches, if you make a square delete pass through it (deleting it) and then use the undo button, the square goes back but the switch remains deleted. This essentially allows cheating.
"Hi, do you have any juicy gossip I can use?" "Aren't you a reporter? what does gossip have to do with it?" I have a sudden feeling of respect to the makers of this game.
@Stormwars. Regarding the automatic/manual fighting issue, you can, at least in the campaign, make an option for players to alternate between the two modes. In the arena, I agree with what you said that automatic fighting is fair for offline players, but if both players are online and want to take their time, I don't see why not let them :)
Unfortunately I would need to rewrite the battle mechanics for them to make sense as a turn-based game - meaning it would be two different CCGs in one! I'm not totally against this (eventually), but I don't yet know what rules would make sense here for the same set of cards.
I would love it if the deduction process was a little more logical. Some of the arguments here are not really conclusions of what we already know, and some seem like wild guesses.
Also, the game should allow you to progress without getting all the clues. It should be the player's responsibility to find everything.
Otherwise, I love the series :)
Maybe you guys should get a proof-reader? you had quite a lot of typos. I'm sure there are people who wouldn't mind doing it for free.
Other than that, great game!
We are well aware about our grammatical limits; we're trying our best with some friends helping us, but we'll need more budget to hire some professional proof-reader.
We hope we'll improve ourselves in time, anyway! :)
Great game. I'm didn't advance too far, but from the contect that is open for me here are stuff I would want to see in the game:
1. Bazaar with items that were placed by other players.
2. A richer enchantment system.
3. More interactive treasure hunting. Maybe having to battle beasts and other creatures on the way.
For those complaining about the game being unresponsive or that getting in a too tight orbit is a dead end: I agree that it is difficult when you're getting too fast, but in your average orbit it's easy enough to control the direction with some training; and if you get too fast, you can release and then immediately re-grapple to make the orbit bigger.
I think an 'undo last turn' button should be added. At the beginning I still don't judge well how far I can walk and then still attack. Makes me repeat the entire level.
To those who are troubled with the damage / speed stats in the first tab:
* The damage stat is the amount of life reduced by a single barrel. Multiply the damage by the number of barrels you have to get the damage done by a single shot your turret.
* Attack per second is just the number of shots you fire each second. 1/ApS is the time it takes for your turret to fire.
* Damage per second is just damage X barrels X ApS (I personally think it's a pretty useless stat, but w.e).
Hi, is it on any level, or just on some certain one? Works fine to me