Warrior: My lord, it has been a hundred years since we lost to those barbarians. Now we have three thousand men and strong weapons. I suggest we take the fight to them. // Chieftain: No. All of you must wait inside our palisades. Do nothing for the next hundred years.
After so many years, I could not understand the differences between Act and Rule Utilitarianism, and of course the entirety of Kant's work. (My head was filled with big red "WTF" as I read through that part) I managed to solve and understand all of it in two hours here. Please make the next Jones game the one where Jones and/or Ari go on adventures to solve and debate unsolved questions like "the universe exists or is it all in your head" question, or maybe some (hard) real-world issues such as rule of law or humanism. Or the best one: "Billy's Revenge"? Thank you for the game. (By the way, why the hell did his parents name him Socrates?!)
In any bullet hell game, when pinned down, it is advised to make very subtle moves. However, the Momentum system forced me to move fast to create momentum to sling my shots to the enemies. With momentum, we do not need crappy "rear guns" upgrades offered in other "upgrade" games. // I know your game is already established, so I don't dare make gameplay suggestions, but I'd like to see the ship have more crowd-control power by itself, without spread-shot. Maybe holding down shift to temporarily shift your guns outward should do the trick. // Please remove the "notification bar" and give HUD icons instead. For example, momentum off should be an icon of a ship, an arrow that points to the side of the ship (represents lateral motion), and a word OFF. This should allow me to check my own configuration in the heat of a battle. // While this game is an "upgrade" game, it did give me a fresh experience, not the cliches enforced by others. Thank you for the game.
Something like what you suggest might be possible (shifting guns outwards) but the levels are not designed with that capability in mind and I'm not sure if it would work. I will consider it though. And about the notification bar, I have also noticed that it can become somewhat annoying when shifting momentum on and off multiple times in battle, and I will probably change that somehow in future versions. Thank you for playing. =)
"I know you're a Colonel and all, sir, but the rulebook here says you can have only 13 men, so I'll run off and die somewhere ahead instead." - Pvt. Jimmy Collins, 2nd AA Regiment, died after refusing to join the Battalion Commander's squad.
Very nice concept. However, I want to see this in a larger scale, like war that spans multiple generations or migration with "checkpoints" (even without obstacles, it still is impossible to move from snowy land to evergreen plains in one generation)
If you make a "Video Walkthrough" of this, I will find you and I will kill you. (Explanation: Since all AI moves are deterministic and state space is discrete, move sequence is more than enough as a walkthrough.)
First off, while this is a driving game, you don't need to give a count-down start for parking games. Second, your hitbox and collision system is very awkward. Sometimes I get hit while I shouldn't and vice-versa. Another point is the level of challenge in the "parking" phase of the game -- it's not challenging enough. First levels could be easy, but the level of challenge should rise, not stay the same throughout the game. Some parking games strictly disallow any kind of damage -- you die right when you touch anything.
Remove the (>) to skip tutorial. It seems misleading rather than helpful. One click to assign a service is more than enough -- or a gesture system (drag right, drag left, etc) could be used. Finally: more management, less clicks. I feel more like a head staff than the tycoon in this game.
How about plot twist where the player gets SPACED (= left in space: the airlock doesn't lead to shuttle!) instead, and this was an elaborate human experiment before they kill everyone?
Something like what you suggest might be possible (shifting guns outwards) but the levels are not designed with that capability in mind and I'm not sure if it would work. I will consider it though. And about the notification bar, I have also noticed that it can become somewhat annoying when shifting momentum on and off multiple times in battle, and I will probably change that somehow in future versions. Thank you for playing. =)