2RocketZX
Thanks for feedback, yo uare really helping to make game better and more accessible.
As for not being able to do anything - have you read the strategy guide? Have your tried to stay in top-left corner of the map? Have you tried to skip time while you are inside station, until strong enemies will fly away?
2impet
Thanks for report, I'll fix that. Also I'm making changes to make battles more massive - ships will move in packs, will assist ships of same faction, and there will be reinforcements flying from station. So, you should learn to kill your victims fast:)
Fixed starting-cobra thing. Haven't noticed it's that powerful.
Also - upped droid effectivity and missile energy consumption. That will make a "kill with missiles from far away" tactics a little less effective.
2Impet
Oh, got it. Bug with escorted ship is because I forgot to set velocity of the ship when I spawn it. Bug with Cobra is because it has same code as repair droid.
I'll have to test that game is still working after fixes, and then will submit it.
Thanks a lot for detailed bug report, it really helped.
2impet
I'll look into this, thanks. Sorry for bug.
As for nasties "witing outside" problem, try pressing space on the map without leaving station. Time will pass, and enemies will eventually fly away.
2StaticUniverse
Combat system do need a LOT of work. Making combat complex and interesting is rather hard. Especially one-on-one battles. May be if I'll make ships moving in groups, so player has to fight with several enemies at once, it will be more fun...
I'll make "storing things on station" feature too. Hopefully it will not inflate save file size too much.
2Jade E
When escorted ship is faster than you, then it's usually is in the same exact spot of the map, and could not be visible behind your ship. Hmm, I'll try to fix that.
As for tech improvements - your equipment stats should not change. I'll check that.
Could be nice, if everything would be done in the same style.
Also, add some dynamic background and when bullet hits enemy add some smll explosion or something, to indicate that damage is indeed dealt.
2diggoran
Yep, it would be better to have a some kind of a plot... I will work on it.
2StaticUniverse
You have to kill some things first to be "Mostly Harmless":)
2Raideen
Yes, probably 640x480 or like would work better. It's hard to pack so much info in so small screen.
Thanks for comments everyone. Tou have given me a lot of things to think about.
About Parkour aspect - what should game have to be considered parkour? What are examples of 2d parkour games (besides Mirror Edge 2D)?
About extra buttons and levels. I was planning a kind of a purist game. I.e. minimal interface and no levels. Just a huge solid 2d world. But it's not late to change that, so I'll consider any suggestion.
2wisygig
Well, N is great game, but there are things there I don't like. First is the way wall jumping is done there. It's much better done in Fancy Pants 2, and that's what I used as a reference.
Second hing is that N overall is more action, than puzzle. I wanted to make something more calm, like Prince, or Knytt. Or Tomb Raider, even. There will be acceleration, though, as one of powerups.
And what do you mean by Mario jumping? Holding jump button to jump higher? I had that at one moment of development (i.e. today morning:) ), but didn't like it and it is not used in this version.
Thanks to all commenters.
2killed_by_dante Yes, it's not PARKOUR, it's Parcour jr. :) I.e. micro-game with climbing and jumping. I thought it's called parcour...
2wattro
Thanks for constructive comments. I'm planning to add new movements as powerups, like in Knytt Story (or most other popular platfromers). So, at some point of the game player will get double jump, then slow fall, wall climbing, swimming, etc.
Sure, Locke from FF6 is just a placeholder. There will be no rips in next version.
Btw, Is it only me who has game freese at random moments? I suppose it's because I send scores to Kong after each collected rubies. Game itself is extremely low-resource.