Also, there are some issues with the backpacks. I thought at first that the bags in the shop would add 12/16/etc. slots to my current total, rather than increase my total to that number, and honestly I would rather have not spent 500 gold for two inventory spaces. And, when I equip items from my backpack, sometimes the items left in the bag do not adjust their positions with regard to the extra two slots.
I'm using the heal skill, and it says "3d6 = 7+2," and it always says "something+2." At first I thought that was the first two dice plus the third, but I've had "13+2," and the last die can't always be 2. Am I getting a healing bonus of two from something? I am a mage, but I can't actually find a bonus anywhere. Also, does food found in a dungeon replenish current health? It's not entirely clear, and the manuals are quite TLDR, though I did read some sections. Other than these minor issues, and a few spelling errors, this is definitely a great game.
Moving the cursor over items and abilities should give a more specific description of the item/ability, for example: "Slash: Deals 45-60 weapon damage to the target." The damage shown should also increase as the corresponding stats increase.
The original pet is really freaking cool, and it's practically guaranteed to die at some point. There should be some place where you can get another one...
So, why does firing multiple shots at once have a smaller chance to hit than one...? Yeah, it would make the game easier, but it doesn't exactly make sense...
I agree; the hit percentages do seem quite clearly off. 70% chance has failed four consecutive times, twice, and 95% has failed twice consecutively, on two separate occasions. Bottom line, please check your formulae.
Well, I've found that the highest possible combo is 1012. At this point, the enemies don't spawn fast enough to counter the decreasing of the multiplier. Anyway, it was a fun game, but the homing stat and the AoE stat didn't really mean much, especially considering the relative price. Some different backgrounds and music would be nice, and a wider variety of enemies would really help the game feel more balanced. The giant HIDE is really rather annoying and pointless. Again, it was a fun game, though short and fairly repetitive. There are better games in this genre, but this one is still worth playing.
All right, time to 'fess up -- who used the gun-making tool to make an over-powered gun that resembles a completely inappropriate body part? I know I did. >:3
If I select a new weapon after winning a round, and I place in an equip slot that already had a weapon, the previous weapon seems to disappear. Also, there should be an option during battle to click on a melee weapon which is equipped to unequip it.
At first I felt kinda bad about running over random people in what seems to be the only car in town, but then I realized it was their fault for standing still in the middle of the road with a blood-covered van barreling toward them!
I agree that many of the later levels flat-out require hiding until the battle is nearly over so you can scrape up the survivors, and this is not a plus. I have found that my melee-centric build is terribly ineffective, since getting anywhere near the enemies while in a group is simply suicidal. I don't understand exactly how the turn order is determined, and it would be nice if the enemy didn't get two turns before I get two turns, and vice versa. One thing that absolutely must be added: A way to sell stuff faster. Also, items should show their shop value and weight in their descriptions. I'm currently on day four, and I have not yet found a way to gain more action points (other than the drug with a 30% chance to instantly kill you, which just seems kinda stupid to me). Like I said, this could be a wonderful game, regardless of its similarities or lack thereof to Fallout, but right now, the only reason I'm really still playing is to find the Legendary Thor Dildo.