I really wanted to give this game 5 stars. After 1 turn, 3 vanished and tax collector took 1 of the 2 left. I'm not sure why while there are 4 reso we only have 3 fields, and why we cant choose which ones we start with. Getting only duplicates on the 3rd field lead to failure. Even with 3 different fields having to rely on trade early game is a major set back by itself, add to that the random tax collector and the fact that we cannot stack gold; sometimes getting costly upgrades is impossible. Trying to get 3 woods by trade for a wall has been impossible by itself in siege, got knocked by round 11. If you are lucky with starting fields, on hands drawn (ie if tax collector is in your hand when the discard pile gets reshuffled, he will "skip" a deck. Getting a hand with lumberjack/reaper/kneader/Priest etc) and being able to get key upgrades early on... the end game is fun (but too short). IMO this game just rely too much on pure luck.
Petrify doesn't seem to give the correct bonus amount (compared to pancakes and warpstone). I like the concept even if so far 95+% cards are irrelevant and all the income comes from what is supposed to be "the worst cards of all time". I'm curious to see into what this game will evolve.
Yesterday the power went down while I was playing, and my pc froze. I have not been able to play since and keep getting the following error: "It didn't work. This player name is already in use".
The lack of option to change which of the north west/east is represented by the up control, combined with the lack of walls, the varying delays for spikes, the rolling spiked cubes and the different behavior of the key cubes we hook up leave me in a weird feeling which make me unable to determine if the game was more frustrating or fun, and seems slightly more enjoyable when tilting my head on the right side ^^
This game, which requires more dexterity than typical games that are only tagged as "puzzle", despite being very minimalist, is, I must say, very well made. I'd be tempted to give it a rate around let's say, at least the square root of minus x. :)
When we change control buttons, like WASD, these controls choices should also be in affect in menu. Also I don't know why, I now have a craving for Doritos... Credits for your originality, keep em coming! :)
Since fire arrow cancels the next ennemy attack, the optimal use is few millisecs before the ennemy unleashes it, hence making flameblast (making next attack to fire arrow 33% slower) only delay the next ennemy attack by a few millisecs. Fireblast is therefore rather useless. I also don't see why it needs to be a necessity to force players to pause the game to have the info about the attack to pop up. Still very enjoyable simplistic game. Good job!
The concept is interesting, but halfway in a game i'm down to 1 FPS. Since you cannot "reuse" ships, FPS go down until it is not playable anymore. Some visual preview clue on which ship will be selected, and where they will stop could be nice, since trial error with ie: battleships can be costly. A 50$ corvette can blow a planet at the correct position while a 1000 BShip get blown if a pixel too close to a little cluster of free ships. Selecting multiple ships could be nice. Not sure how to "capture" asteroids, as I surround 1 that was to a now dead planet and it still brightly shines yellow.
I don't like how shops work. Having to buy an underpowered item to clear space that can be filled with another underpowered item is annoying. The price dropping for raw mats can also annoy, as you want to maximize income without forcing a specific craft over another. Dialogs waiting for user input could be good not to miss them. Beside that the game was very fun to play! :)
Thanks, glad you liked it. I've added the option to scrap unwanted items instead of having to buy them and you can now slow the dialogue if it's too fast, hope that helps.
hum... at level 20, the crazy farmer, I noticed that if you take time to "read the story" the action stops, but the boss keeps powering up. Not good...
Sometimes you get into a level past some enemies, sometimes some end up outside the screen. When it happen the char bend awkwardly 180 degres back and end up dying fired upon by too many foes at the same time. I'm not sure but i think one of the grenade's upgrade lowers the damage. IMO rockets should damage over way bigger area, cant see the difference with the grenade. Very enjoyable but gets grindy pretty fast.
I just read your comment about what the game represents. I'd love to see the full version, with the story and cutscenes as even without them, the base is still very enjoyable. One thing I would love is to be able to customize the controls. WASD for movement and space bar/left mouse button to pause the game would probably allow me to complete the game as I'm not quite agile enough with the current button scheme. I'd love to see that change and give the game another try with it. Cheers!
Not sure if it is intentional, but the guy in front of the guild tent just keeps giving quests (7th in a row) for hides. Especially since not clear what it gives (other than few $), & many craft need hides, it is less tempting to do the quests. They do not ask and just get them out of your inventory, so I avoid him now. Please make npc ask. It would be nice if npcs "remembered" giving the quests too. When you go for completion they always re say the quest giving dialog. Thing that feel old fast: pause inducing popups "you found 1 rock/ore/etc". Just pick it up & go on your way little warrior! Also not sure why, but even if the crossbow vs magic book gives +11 atk/+6 agi/-11 m atk, every time I optimize my warrior's equipment it equips the book rather than my sturdy crossbow. Another bug(?): you don't know what the bonus is before selecting crystals, and if you do it get bound to the equip and cannot be removed. Sorry for the length :)
RF3! yay!
Things that doesn't make sense: char should auto switch to sword when attacking within sword range. (I always dilapidate my arrows stock because I forget to switch back. 2- I just used sleeping dart, after which I attacked few turns bare handed. Surrounded it has been auto game over. shift+click to 3- walk on dangerous tiles doesn't seem to work on fire shrooms. (maybe I misread the popup tho). 4- items found should be oriented towards the chosen char. As they are rare, it is quite sad to find something to refill magic using a class of char that doesn't use magic. 5- Ranged, fleeing foes and groups of enemies make any melee classes heroes a lot less fun to play and/or unbalanced. Still a solid game! :)
i7 6800k, 32gb ram, 1070, yet cant pass level 32; screen shake make frame drops to maybe 10 fps. Shake cannot be disabled (Just the fact it exists in a game which requires precise movements baffles me. Narrow passages near the edge of screen where the square will jag/stop because you moved the mouse out by 1 pixel, yellow squares that sometimes appear in corners just beside blue squares don't allow us to retrieve them and come back with a swarm the blue homing bullets. Luring them out of the way result in more bullets adding up. The cherry on top, since we don't have oversight we end up dying the moment they come back from out of screen directly on our path. This lvl is 100% luck based, and not fun in an unlucky strike. That kind of things kill a game rating. I'd say I might only speak for myself, but at 2.6 I'm pretty sure I don't.
When we hit reset with sufficient funds why wont the game let us HIRE (or just AUTO HIRE) researchers/sellers?? It is so frustrating realizing the loss between reset and moving to the next town. Also, why wont the game SAVE the preferred target and reset it each reload? I've been grinding for a day and forgot (again) to tell it (again) that i'm aiming for books, and got (again) a bp that I have nothing to do with. Grrrrr$%?$rrrr!
Thanks for playing! Yes, that one seems to be the most easily missed.