This trading mechanism makes a good basis for a game, but you haven't added in any challenges to make it interesting or fun. No plot, no pirates or other fighting, no town encounters, no weather, no set goal, no nothing.
Needs the base minesweeper game feature where if you've flagged the number of mines around a revealed number, clicking it (or clicking both L & R mouse buttons simultaniously, or middle clicking if it weren't used for detectors) will automatically click all adjacent unflagged tiles.
Unplayable. Parts of turns give you less than ten seconds. May not be enough time to analyze the situation; definitely not enough time to hit the moving rotation buttons to get it oriented right and then place it right, which is made more difficult by the fact you don't know which piece will go in the spot you click.
You have a solid basis for a game here, but it feels like there's basically no content. Every screen is just more of the same, with only two variations. Grinding it is just kinda boring. But the game has a solid build, so adding content shouldn't be that hard.
Very good storytelling, interesting concept. Unfortunately, it suffers in the execution. I killed a boss and then, likely due to one game-breaking bug out of many, one room over I was fighting on their side for some reason. This may be intended as an alternate route, or maybe the storyline was just too hard to follow without a log or better controls over dialogue or indicators as to who's talking. Also, various game changing decisions were decided by accident due to game-interface assumptions, and the lack of save state control meant I'd have to restart the entire game to play the way I intended. There just isn't enough replayability to make me want to do that. Also, the game recorded one hostage both as killed and saved.
Needs queueing of research, option to autopause on notification/build complete/science, and fixing tooltips so they don't go below the bottom of the screen.
Very interesting ideas, but they're barely implemented. It plays out as an excruciatingly long and repetitive crawl with little to no reward to the player for sticking with it. I kinda liked the sketch-art graphics as they were, though the environment isn't flushed out. And there's no music. This has the makings of a great game, which makes me wonder all the more why they posted it before there was anything to show.
Or maybe the recovery effect is still there, but it doesn't show up as still being active. After it appeared to vanish, I used the item that granted recovery again, mid-turn. The text saying "recovery 1" vanished, but I'm now getting the recovery effect after both the first and second card used per turn.
Bug with action queueing (while using the teir 3 secret): an action canceled my enchanting of a helm, leaving the helm permanently stuck unequippable, so I had to sell it.
Level II-1. If you get the hint, you can get a bunch of gold right at the start. If you then die, you can repeat every 10 seconds or so until you have enough gold to max everything and buy all items. Just don't max vitality or buy life-related items until you have all the gold you want. For the dev: I'd suggest either making it a one-time event or once the shortcut is used, it's rebuilt more stable. Also, maybe say it's press AND HOLD B to return to the village, seems obvious in retrospect, but it took me a while trapped before the first boss to figure it out.
The level was designed this way intentionally. We tried to make the game playable for most people, thus the reason we added assist mode options into the game, which basically are cheats that can be activated any time. As for the press and hold b, that's not a bad idea. Thanks for the feedback.
Having up be the only jump is worse, making it really clumsy trying to do maneuver mid-air and wall jump. I'd suggest letting both up and a separate button both make you jump. Also, I'd make "climbing" be automatic, so you don't have to be pressing three direction buttons at once.
I find it pretty frustrating when game designers think "yeah, mage characters can't use armor/should have weak defense," but there's no option for them to stay out of melee combat, to be in the back row and take/receive half melee damage, or otherwise have the tank characters protect them. Like numerous little things in this game (from quest givers not recognizing you've completed the quest until after they restate it, to mixing beautiful artwork with enlarged pixilated sprites), it's poor design in an otherwise fun and interesting game.
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