I don't think the game follow the expectations of the developer, instead of talking to each other, people mostly lock in as soon as they get in a match. Maybe adding some time before players can take an action would make it more communication wise.
This is something I'm looking into - but the reality is that forcing a conversation by say, locking out the split/steal buttons for 30s would just swap it from being an insta-lock, to radio silence for half a minute before getting to the same result. I'll continue looking into ways we might be better able to encourage chatter :)
My biggest dissapointment is knowing that I can't know what will lie ahead! I think the most interesting about this game is the social interaction among partners,even at puzzles they don't give hints straight - allowing you to learn more about the characters and making them feel real.There are also many side stories about them - some of which feel impossible.I look forward to know how you're going to answer all these questions.Let's see how long untill we are sent through the exit. (And yeha,it was a pun).
So,I will go straight on this one - after backdoor 1 I was really curious,it's quite a surrealist game we have here,I thought that the bot part was kind of overrated,like,so random.But,after completing my journey,I can fully understand the multiplicity of the worlds that I may find,and my part in the background plan of the world - I also simply love the telephone and his misteryous ways.5 stars!
Thanks! That's basically what I'm trying to go for. It's a bit tricky, haha- you try to deviate between the worlds that the player encounters, but at the same time you're trying to still preserve the elements that make the games good.
Hey,did anyone saw that the fanatic takes double damage from spells,but he does not take double damage from any beasts skill?Altough they are considered spells as they are affected by the goblin shaman passive ability.
Well,I could make some critics and suggestions about your next game,as I made before.But right now I feel more about making some reflexion.
What is such a forbidden knownledge as happiness?Love?Something so strong that could change,not simply a person...but everything.
The game is very inspirational in the end.I am really pleased for playing it.Maybe that smiley magnet was not only a watchman easteregg,but a prevision too,haha.I liked the way you gave me access to the information about the Caos Heart,it wasn't much...adventurous.But I could have what I wanted,even ignoring completely these information.And the dialogues are long,deep and detailed,just the way I like!
Remember you promised us a DLC! ;) I am curious about our ancient love story.
WHY DO YOU WANT US TO CRY? D:
Ok, ok, MANLY MODE ON!
Thank you so much. Indee, we tried to male a game which could leave something when you ende it... and it's great to see we made it! :) thank you again!
About the DLC we'll try our best, we swear!
The soundtrack and the background is simply magical...this game gives a feeling of peace to the player,and authority when it comes to the shrines.Great work,I would like to see a gnome tough.Pherphaps in a next game?I would like to know more about this whole magical world...
So,I've played the game before,and now I think that you fixed when cards from not selected factions appear in the game?Good!Also,I couldn't test it for now,but did you put the constructions to be permanent in the game?I think it would be great,like,they could only be destructed by the enemy. Also waiting for campaign and more factions!
I appreciated the series very much for this far,I can see strong Lovecraft inspirations in the story,as for the main character,he is an "ancient" and has dark powers...Also,with the city I can smell Lovecraft,a malovelent city where you would prefer to know nothing at all (forbidden knownledge) and we have these cults here and there...It's a shame in the game,many information are presented to us as common knownledge,as for the Caos Heart or the Heartless Cult,you could have presented a plot where we would actually discover it,not simply "recognize" as the character does.Also,good one with the weeping angel relation,haha.Now we are all hoping for next game,and many other series you may create after,pherphaps?But then,it's just a matter of caos.
We just LOVED your comment! :D
Yes, we tried to infuse the story with a strong Lovecraftian mark, mixed up with much more pop culture references, and we're glad you noticed many of them!
About your suggestion to "make the players discover" the backstory of Mavropolis and its inhabitant, although it could be a good idea, it would be very hard to use: actually, lacking in the animation, all of the game sequences have to be narrated through textual panels; if we'd add more dialogue panels to explain everything, many players would find it frustrating, and we didn't want to put all of you in front of a sequence of text wall.
Anyway, we'll try our best to clarify everything in the next episode!
Great work with the tower!I never really cared about achievements in "hard" or "suicidal" difficulty,now that they give me a bonus,I just cant say no to them!
It's been viewed some ten thousand times now and you're the first to mention anything of the sort. I'd wager it's a false positive, they happen all the time with more paranoid software.
This is something I'm looking into - but the reality is that forcing a conversation by say, locking out the split/steal buttons for 30s would just swap it from being an insta-lock, to radio silence for half a minute before getting to the same result. I'll continue looking into ways we might be better able to encourage chatter :)