Well, I guess never mind about that solution I posted. When I loaded the saved code, it no longer has two manipulators with the pivot on the same spot. I guess somehow I just got it into a bogus position while fiddling.
My solution to the 2nd puzzle. It's not efficient in terms of components, but good in terms of time, and fun to watch. It was the best way to work around there not being a way to position the joiner so that it was equidistant from the generators. For aesthetic reasons I really wish I could fit 2 more manipulators on that one spot so they would continuously rotate instead of going back and forth.
b,6,9;m,6,12,0,3,clor;m,4,9,90,2,clor;m,6,6,90,1,odcu;m,7,6,90,2,crol;m,7,6,180,2,crol;
This is pretty fun for a game which is not a game. I'm glad someone somewhere looked at ProgressQuest and thought to themselves, "You know, what this game needs is some interactivity." :P
Minor UI nitpick, it would be nice if duplicate enchants on weapons could be combined to make comparing items quickly easier. And if the base stats (defense, protection, balance) and such on items that have enchants giving bonuses would show the base level and total with bonuses like, Defense 16 (20).
This game needs to better explain the rules (by which I mean, at all). What does the number counting up mean? What do the balls below and to the left of the bar signify? What causes a wave to come in? Why does it sometimes give me aim assistance. It doesn't seem to be tied to whether I shoot fast, or slow, or miss, or get several combos in a row. It shows up randomly.
It should also have some sort of patterning on the balls to help colorblind people distinguish them.
Aww man, I had just beaten Lex and Gorm by the skin of my Rubber Wall and the flash plugin crashed as it tried to exit the battle. When I was able to get back in it had saved the fact that all but one of my beasts had died, but not that I had beaten them.
@smileyHayes and anyone else having the same issue. I ran into the same thing. You have to go into the quest info for that quest and hit the complete button there to turn them in. You can't actually turn them in by talking to the dude. kind of weird.
It would be nice to have an indicator of the number of cycles while running a test. As it stands, there's no indication except for your final score that using say, copy copy delete, takes less time than copy rotate redirect.
There is in fact a semi-secret way to get the number of steps: mouse over a panel under the Test Log and the number that appears is the number of steps so far in that test.
There needs to be a way to forfeit a battle if there is no way to win. As it is, if the enemy gets you into a no win situation (Say, 1 dead guy, 1 unconscious guy, and one who's weapon arm is gone) the there's no way to win it, and the AI will get weird and start attacking the dead or unconscious people until you bleed out. Making this way more tedious than it already can be.
This game is really fun, but it's got some annoying bugs still. For instance, the Sanctify spell, which claims to heal any creature "friend or foe" in it's radius, heals nobody but myself. Neither foe nor friend. And the Massive Swarm spell, which says it damages any enemy, also damages my summoned skeletons.
Ahhh, a Void Eater spawned, and I was in a great position to kill it while it was charging up it's beam so I could get the award. And then a Grinder ran over it. jerk.
There is in fact a semi-secret way to get the number of steps: mouse over a panel under the Test Log and the number that appears is the number of steps so far in that test.