Right. Apparently there's sooooome weirdness going on here. Played the game, got to last level, waited, boss bounced around for about 10 minutes after their life meter ran out, no ending. Decided to record a video (got killed while I was setting up), restarted, and when the health meter ran out... "you win". Best guess, there's some inconsistency in how much health the boss starts with or how much gets taken off with each hit, and the "you win" check only fires when the boss reaches exactly 0 HP, which they sometimes don't do. Obv can't be sure without seeing the source, but maybe try setting the "is the boss dead" trigger to a "less than 1" rather than an "equals 0", and see if that works.
How long should that take? I've stayed on that level for minutes, he's bounced off the walls until his health bar has completely drained and then some, and nothing happens?
I never said "20 levels" but maybe 20 stages means the same thing? I'm not a native English speaker, so sorry about that. I just beat your high score though :) Thank you so much for playing btw, I really appreciate it. Would you mind to rate the game? I'm not asking you to give me 5 stars, just a rating so the game will not be "under judgment" forever. Give it 1 star if you think the game sucks ;)
OK, thanks for the update! Mouselook and strafing make the controls night and day, feels way better to play... except, the mouse cursor isn't constrained to the window. Turning more than about a quarter turn pushes the mouse cursor out of the window and control is lost. Trying to turn significantly means swiping the cursor across the window repeatedly, then looping it above/below the game window to re-enter from the other side. Fix this, and you have a solid framework to continue building your game.
Ignoring that this is, like, a laundry list of behaviours you don't want kids to copy (stack a bunch of crates and climb them! Try to fix a broken pair of scissors, cut an electric cable, and rewire something! Flood a room, with another knife!), the bookshelf room is legit unfair. For anyone who plays this and get there: there's a unmarked spot in the bottom-centre of the room you can drag things to, and they'll stay there. Also, bug report: the page that's meant to host the walkthrough vid doesn't.
Wolfenstein 3D, released a quarter century ago, had an option for strafing. If you really want to ignore a couple decades of development, and release an FPS without mouselook, at least add in strafe controls. Apart from that, maybe a run button... But, honestly, strafing should be your #1 priority right now; this kind of game, with just basic tank controls (especially with such a slow turn rate) is paaainful.
What an original concept!
Hey, complete tangent here, but has anyone played Death Worm? Game from 2011, I think? Play as a worm underground, get various upgrades, eat things on the surface, really really good? Don't know why I mentioned it, completely irrelevant.
The pause menu options are only in Russian. The middle of these, when clicked, prompts a browser error message, and the game locks up. Restarting, playing through the game again, halfway through the 3rd puzzle a "maximum stack size" error occurs.
Hi Adam! Thanks for replying. Just to follow up on 1), the issue isn't whether I personally know the answer to those questions, but whether the game makes those things clear to anyone who plays. For example, if some weapons apply slow/DOT effects to enemies, perhaps this should apply coloured highlights so it's clear an effect is being applied?
Good start. A few points: 1) Everything needs explaining more. What do the rally imps do? What about the companions? How do I tell which level my companion is? What's the difference between the weapons? What do the different right-click abilities do? Why does the house keep changing? How much money do I have? 2) Likewise, more feedback: need to see when damage is done/taken, a purchase was successful etc. 3) Bug for you; if you buy too many Imps, they all disappear when you start the next level. 4) Another bug: when you beat all the levels and go back to the menu, if you restart, the first level (with tutorial controls etc) doesn't actually turn up until several screens in.
Thanks for the feedback! 1) The rally elves do minor damage to the monsters (upgrade elf damage from the caravan could be added) 2) Companions do ranged damage to monsters (they need a major buff) weapons are currently direct damage, damage over time, some will slow monsters and others will incapacitate, the money/mana counter needs fixing and thanks a lot for the bug reports and any other suggestions you have do let me know.
No.
Please, starting devs, I implore you: make as many prototypes as you like (really, make loads, practice practice practice), just don't upload them for public play. Wait until v1 of your first full game.
A mix of a few genuine logic puzzles, a good few where there are multiple right answers (including the very first one), and a bunch where, whether due to being poorly explained or just moon logic, are absolutely incomprehensible (like the juggler one). No.
You can "beat" these easily by just not hitting the shuffle button, then clicking repeatedly on any of the pieces. Each click will link it to the pieces one piece further away (because everything's already in position to do that), and once once all the pieces are linked, you're done. Hardest difficulty took 18 seconds, most of which is slowdown from the game trying to drag so many linked tiles at once.
OK, sure, it's not really winning if you're "solving" a puzzle where *all the pieces are already in place*, but the game counts it, so so am I.
Good visual design, but the puzzles... In any scene, it's not clear what the goal is, what I can do, are what the _right_thing to do is. It's a game made of moon logic, and I invite the dev to read about that term.
Incidentally: your "next" game? Huh. That's interesting, given it's by ppllaayy, and you don't seem to have any previous games...
Oh, boy. OK, I get this is probably just a little random test to see what you can do, which is fine, but... you don't need to upload those. If this is actually meant to be a legit game, played by other people: 1) Way too short. 2) The "passcode" section: the passcode field should clear when the player clicks in it. 3) You needed a player avatar that would move around, and you chose... a crate, something that's one defining feature is that it doesn't move by itself? If you really didn't want to mess about with animation, why not a featureless ball?
Nah, it is normal game, but when i export to .swf sometimes it may do some bugs or sometimes break something. But, this game is from my gamejolt - Indie games site, indie games dont need to be realistic, and as many other games (those indie and those normal), you dont need real player "skin"/avatar or whatever. But i understand that, next game will be with normal player.
1) It is just 1 part...
2) I know, thanks for reporting the bug. I will fix that.
3) Ok i understand that...
Ok i will release an update now and fix the bug which causes the Edit Box with passcode to not disappear, make it longer and fix some text bugs. Thanks. Andromatic - 2017. If you wanna reply and it doesnt show reply button (i dont know if it shows, because i am new to kongregate), please reply to my email: BenjaminMorozov@gmail.com
EDIT: 23.10.2017 - 16:10 - Uploaded repaired version: more levels, changed movement, repaired bugs and fonts...
This is almost really good, but... there's no apparent method by which the game picks which squares you can put numbers in each turn. It's one per column, sure, but sometime's it's the first empty square at the top of the stack, sometimes it's a square in a gap lower down, sometimes it's floating in the air in one of the empty squares above... it's inconsistent, and (at least at first glance) unpredictable, and in a game like this that would reward that sort of forward planning, that's bad. I'm guessing it's a bug rather than a feature, but because the instructions are a big vague on this, I'm not sure.
I tried not to make the game predictable. You sort of have to work with a new scenario on each move. I thought this might be more challenging? The player can reduce the choices by filling in the 'useless squares' (could be part of their strategy) This will reduce how many placement options are remaining. I'm not sure if most players will also use this as a strategy.
1) Seriously, the text at the end is going by waaay too quick: slow it down.
2) Not quick a big, but: the number code for the blue panel doesn't work until you've explicitly clicked on the note, even though the icon for the item clearly shows the number already. This is *really confusing*.
3) What is the note in the trash for? Doesn't seem to be needed for any of the puzzles...
...? The plug for the TV is just lying round, it instantly says "congrats" when you plug it in (but that's not actually the end), while the panel on the wall reveals a bunch of wires when you use the screwdriver... But clicking on it just puts the panel back, and then you're stuck?
should be fixed now