I think I fond two more bugs.
Silver Tournament:
Papa Claude scratched on break. He then reracked and broke again.
Then I potted the 8-ball on break against Ranjeet, and _he_ played the following rerack. Shouldn't that be Me again?
As I said AI can be poor at cue placement, but at higher levels this does not matter because they keep potting impossible balls.
Defensive shots are a waste of time!
As in real pool rotation games, you should neutralize the advantage of breaking. At higher levels, in a single game, who breaks wins.
I wouldn't say that lower level AI is too difficult.
As in all pool simulation I played, the AI is quite good at potting balls but very poor at cue positioning and planning ahead.
I like the club-fake MMOPPG setting you added to on your already good pool games. Only thing I'd like is customizable mouse sensitivity, though that can be worked around by using arrows keys.
Dear Armadillo,
I used to love you for you're a grand dreamer.
Reaching for freedom and happiness.
I thought you were pure.
Now that I see as you feed your happiness on stomping natural-born flyers and collecting diamonds, I know of your dark side, of your envy and greed.
I know: I shouldn't have idealized you.
Still, what I felt has changed.
I wish you all the best in your journey but I think it's better for us to part.
With ever-lasting affection,
Lugito.
Dear Lugito,
The diamonds help me fly, though! Is it really greed if I'm just trying to chase my dreams? Is it really envy if I work hard to earn my keep?
Also, the birds totally deserve it.
-Dillo
I love the interface and atmosphere, as always, but the storyline lacks some consistency. I understand you want to avoid forkings in the investigation (but why?), but why shoild I be prevented from going to the Pharmacy in the first place? I got all the clues since the start!
Also, try to make more evident the areas where to click to change room: sometimes I clicked on a possible clue only to unwillingly change room: exits should be emptier.
This game is very good. The music is awful, but perfect for the setting.
Too bad there is just one kind of death cutscene when we could have alien abductions, ambulances, cartoon-like flattened grannys and so on.
Optional musics and customizable controls would be very fine.
Great! I love vector games.
Anyone remembers "Tempest"?
I think controls could be improved: why not spacebar to shoot?
And why the mixed keyboard/mouse when just the left click is used?
I'd like it turned in a mouse controlled game and/or keyboard.
Hey thanks for your comment, actually you can play using right shift to shoot instead of left mouse button; spacebar can be a problem on some keyboards. If you want you can also play using a gamepad (analog stick control is best).
Anyway if many people prefer a different buttons layout I'll consider the change for an update. :)
About Double Jumps: I have the habit of keeping the button pressed, since in many games the longer you press, the higher you jump (in Rogue Soul jump height is fixed).
The game takes this longer pressure as a double jump.
What about having double jump "kick in" only with a second tap?
A configurable option would be the best thing, in my opinion.
BTW the game is great BECAUSE it does not upgrade!
You two can do better. I am sure, because you already did, more than once.
The V8 theme is a great idea, but it's wasted on a geme-engine that's too outdated: it felt like playing a dozen other low quality games.
Finished! The 25th level is simple, compared to the previous.
I see that I can go back a level with backspace, but how can I move forward to a level I already played?
That's a good point that I'd considered but not thought much of. I didn't think people would want to go back and forth too much. I'll sort that out.
edit: You can now move forward to level's you've been to before. The bad news is, if you already went back the progress is lost. I've added some cheat codes to get around this though. I'll send you a PM.
A new Sokoban! I really love it.
You should provide an Undo button: having to restart a long level just because I mispressed a key is just frustrating and doesn't add anything to the puzzle.
This is a good point. The dev mode has undo, but the game is intended to punish you for not thinking far enough ahead. As you mention though, the controls have an overshoot problem. It might be worthwhile adding a very short undo feature to allow people to go back 5 moves or so.
Nice, as also the first was.
Piece length should be adjustable by dragging, not just by erasing and starting over: it is a puzzle and not a game of ability.
I like graphics and the trick-shot based mechanics.
Aiming lines are difficult to read.
The spin mechanics is quite off: english shouldn't make the ball curve as in a massè. I suggest you take some inspiration from NipponMonkey pool games.
One last thing: I noticed that using spacebar to shoot resets power to half.
It's a simple concept but graphics are cute.
You should keep the character more centered on the screen: collisions happen quite low and the animation is almost completely lost. That's a pity.
Upgrades are expensive because the developer wants the player to buy skullies with RL money.
There's something I'd like to buy, though: different background musics.
What about it, Mr Dedalord?
Dear Lugito, The diamonds help me fly, though! Is it really greed if I'm just trying to chase my dreams? Is it really envy if I work hard to earn my keep? Also, the birds totally deserve it. -Dillo