blarg it keeps bugging when i try to go to character selection so i need to refresh if i don't want to beat the level so i can keep camping it for new unlocks >_<
Needs something, missions or story mode or something, to make the infinite grind worth the effort. It takes a good while to get ANY progress towards the cards or other races, and it gets boring and repetitive without something besides the end goal to work towards.
The some relay is not, in fact, superfluous. It allows one copier to be triggered by two separate sensors at the same time without producing two of the item it copies, by feeding both in to a some gate. It can also clear up messy wiring when you want many sensors to feed in to one gate or tool.
apologies for the double post, but the ability to either sell traps or just destroy them to clear space would make upgrading to the better traps less time consuming just waiting for the heroes to randomly break the cheaper traps (and hoping that they do not break the better ones in the process.) Monsters you can generally move to a fairly suicidal position and let them go down fighting, but traps are tough to remove intentionally.
Pro tip for people complaining about how weak monsters are: consider your placement. One hero against one monster will be a very one-sided battle indeed. Try to make situations where the hero will step on a trap and be surrounded by 3 monsters. As the hero triggers the trap, your monsters will also get a surprise hit in, then as the hero cuts down each monster one at a time, your other monsters keep hitting. Remember, you're an Overlord! use swarms of monsters! You hold no ties to pansy goody-goody single combat! (bonus points tip: monsters can't walk through traps. Use traps to keep your walking monsters in the right place for the ambush)
I really enjoy this game, and agree that it has serious potential with a bit of UI polish (graphics aside) such as cutting down a bit on (or at least adding variety to) dialogue. Putting a load button on the front page would be huge, as it would allow me to skip the opening each time i want to return to the game. Multi-placing creatures would be nice, but personally I would rather see a Details button added instead. A one-click selection instead of a two-click (one to select, one to skip details) would streamline monster placement enough to make up for no multi-placement, and a separate details button or hover-over would mean people could still see the details. I do agree that being able to speed up battles might be nice, but these are the bigger hiccups to me.
Playing the harder difficulty, and I still beat the first level without pressing J or K once. The flying attack is ridiculously strong, and spammed it makes any non-ranged enemy unit completely useless, and the ranged ones are about as useless as you can hit-lock them in to being.
For anyone having issues with the Green Souls or their ilk (ralfh4) try using Dolorous Dirge if you run Elwyen. While it is Dark elemental technically and the Green Souls are supposed to ignore it, Dirge is special. Dirge ignores resistances entirely (read: it does damage even to things that absorb dark) and bypasses things like Null Dark. The damage it does, happens, regardless of enemy resists. Given this, and the relatively small HP of most spirit enemies, it makes for a good way to one- to two-shot most of them, depending on Elwyen's spirit.
Found a bug. When i save in a room I have not fully explored, at least within the sand caverns, then load that save game, some of the fog over the unexplored area spreads over the rest of the map, making diagonal lines of blacked-over area and "explored" area. This seems to start at about the same verticle position as Mardek is standing. I will keep a clean save file of it. If you want it, send a PM and arrangements can be made.
I just wanted to sayt that the Mardek RPG chapters have renewed my interest in the genre as a whole. Too often lately do you see RPG releases where the spectacle and the cutscene take precedence over fun gameplay and having characters you don't want to cause harm to for existing. Thank you for the hard work, Pseudolonewolf. From the dialogue to the characters to the gameplay, every part of each game has been (and hopefully will continue to be) a blast.
This is pretty good, but could def. use some sound in there (and, so as to avoid a cardinal sin in design, a way to turn said sound off)
This is one of only a few room escapes I've been able to figure out on my own. The puzzles are logical, once you get the gist of what's going on. Fun times!
Muumia4, you need to get some of the clones hit with the boss's attack. This turns them to stone, which is a little heavier than the plumber is, and also removes that plumber, allowing more coins to spawn. Do this often enough, and slightly after the bridge gets too deep to jump out of, it will hit the fire and burn away. Assuming you have a plumber up top and avoid the boss's attack one more time, you will beat the boss.
Meh. Toss the Turtle was a lot better. The pacing on this one is terrible. Money is way too short, and the various achievements get annoying as they pop up. The things you can hit are also way, way too few and far between for a game like this. It might look pretty, but Toss the Turtle pulled it off much, much better.
Hate to tell you, but the extra stars bug isn't 100% fixed. About level 20 I managed to get 4 stars instead of 3 upon completion. At the moment I'm sitting on 121/120 stars.
this is NOT the same game!
the difference? This one comes with the 100 hard levels unlocked. Look for the button on the bottom right of the level select screen.
I forget the name of it but this game is a major rip on another game. Can't remember which but it was the same perspective, similar NPC structure (move over to talk to them, etc.) click to loot, very similar graphics, almost the same gameplay (here it's target to attack, there it was click) however here has less faction-building and more character options. Yay. less content in exchange for barely anything new.
@Iadridi - yes you are missing something. The shadow treats your head as a solid platform. Try not having the shadow walk. You'll see it stays on your head as you move.