This game has somehow managed to take all of the worst parts of RPGs and combine them with all of the worst parts of idle games, and stitched them together with a really awkward UI design. It's pretty, but it's sorely lacking in what makes games fun to play.
Is there any reason to use the last 5 or 6 drugs? I'm able to get kingpins without them and the money they give me doesn't seem to let me buy any new equipment or anything that makes my resets better.
You don't need to use them, but captains gain xp based on how much money they are earning. So using the most expensive drugs will turn them into kingpins faster.
The world you've built is beautiful, fascinating, and unique. All of the characters are wonderful and have just enough depth to be really engaging. And the art is really pretty. I'd love to know more about the world and its history, and whether the next chapter comes in 6 months or 6 years, I'll be looking forward to it.
ACHIEVEMENT GUIDE / ENDINGS: (1) Visit the ghost planet, (2) Option 1 at Kasper, (3) Option 2 at Kasper, (4) Option 3 at Kasper (requires an FTL charge) (5) Option 4 at Kasper (requires 15 cows; choose hookers, marijuana, cooperate, trust Quanee, and nuke in the first 5 dialogue options) / RESCUES: (1) Cooperate in dialogue 3, (2) Buy the whiskey and use it in dialogue 5, (3) Buy the peyote and use it in dialogue 4, (4) None of the above. ** Rescue achievements are earned after dialogue 6. There's a priority to which you'll get, so choose to fight (or use the bile) in dialogue 3 if you don't want to get the first one. I hope that helps!
I have 4 slots to buy, and my storage limit is 2.50n^21. Upgrading storage costs me 10.0n^21, and slots to buy also costs me 10.0n^21, so I can just barely afford either of those when I've maxed storage on four elements. The thing is, I took a +25% storage perk at one point, so I'm wondering if it would have been impossible for me to progress further if I hadn't taken that.
This is an excellent game, and it's really neat how lateral everything is; you actually have to care about your upgrades and what you're using, rather than just grinding everything until you're strong enough like you usually have to do in games like. It's a little sexist with the panty shots and the "nagger" line, but the humor is otherwise good, and if most games were up to this level of quality, I'd be on here all the time.
Thanks for playing!
It's not sexist at all, as the character does not in anyway represent anyone or all women.
It just happens to be the character's character.
It's just a fantasy ♪♫ - It's not the real thing ♪♫ or something in the lines of that song. :p
Non-binary-inclusive gender selection really made my day. This is the first time I've ever played a game with that option. Being able to actually relate to their relationship gave me the warm fuzzies.
So glad I've reached you with that feature, it's really a bummer to see so little non-binary inclusion in games (in just like, all of society even). I'm happy you got the warm fuzzies ^_^
I love it! It feels like Ace Attorney, and I mean really -feels- like it, emotions and all. And it also stands on its own merits as a neat game, entirely worth the few hours spent playing through it. Thanks for making this, it's just the sort of thing I like to find when I'm looking for something interesting to play. As a bonus, you've got me thinking about philosophy now.
This game is absolutely beautiful, art, music, settings, and characters. It's like a brief trip through childhood again where everything is strange and magical.
Absolutely love the pixel graphics and the music is great, too. The gameplay is a little shallow, but I can imagine beautiful games built off of these pixel art skills. I'd love to see more.
Other ideas for upgrades, either by achievements or in a future game: 1) HP regeneration over time. 2) A fourth preview slot for future encounters. 3) Longer lifespan. 4) Some lifespan recovery upon kills. 5) Criticals and/or randomly activated skills the knight uses in battle. 6) Increased running speed.
And while I'm at it, I think these could be cool: 1) More than one building on the screen at once, some further in the background than others, parallax style. 2) Uncommon buildings like an inn to recover HP for 50 gold, methods of acquiring my suggestions for upgrades above, free "teleports" which re-roll the upcoming buildings if you don't like them, and any other interesting building ideas. 3) Knight experience points so that she levels up for lesser stat bonuses (always starts at level 1 at the beginning of a run).
Great idea for a game, and I'm looking forward to seeing more in the future.
I love it.
I think it could benefit from making the encounters just a little bit less random, though. Here's some ideas:
1) No gold ticket shops at the beginning before you've had at least three encounters. 2) No consecutive soulshrines. 3) Every dragon encounter preceded by a divine edge shop within 15 locations before it. 4) Odds of hitting weapon/armor/potion shops increase the longer it's been since you've seen one.
I also think you should change the battling slightly: 1) Knight always attacks first. 2) Fewer "enemy attacks more than once" and more "knight attacks more than once" scenarios. Adjust the enemy HP accordingly if you need to, but it's more gratifying to see the knight attacking more often. Attacking first/more also increases the value of swords in a very noticeable manner.
You don't need to use them, but captains gain xp based on how much money they are earning. So using the most expensive drugs will turn them into kingpins faster.