Seeing own name in credits is suprisingly satisfying :3 I'll have to wait a whole week until I have time to play it, but you can have your 5 stars right away, since I don't have even a slightest doubt that this chapter is great.
Wall jump mechanics are rather frustrating after playing super meatboy - you have to start sliding, it's not enough to just be against the wall and press the direction. Other than that, a fun game.
Can we get a way to transform more than 5 blue stones into gems at once? When you have 1000 stones saved up, you have to click 200 times to convert them to gems, which is pretty annoying.
@Kosh67 - let me guess, you're using 32-bit mozilla? It seems to be a common problem for webgl games made with unity(see home/jorney home) . For whatever reason, upon loading it consumes horrendous amounts of ram (over 2GB), which is immediately released. Try chrome, it will work; I'm stuck on winxp, though, and the latest version of chrome renders webgl awfully slow.
Dear god, that door name pun. Also, I misunderstood what I was supposed to do with chests and managed to trap myself - http://puu.sh/sjeZP.png - can't push or pull from that place.
I can't even--- How did you even managed to do that? The controls were set so this didn't happen? I am confused and laughing at the same time. If possible please send a video of how it happened, so I can correct it. Thanks :)
Would it be possible to play a sound when research or raid is complete? I keep forgetting that I have to start the next one :3 Preferably make muting it as a separate setting from "music", too - I'm pretty sure there are plenty of people who run it muted in the background.
The story is great, and I'll give you a solid 5/5 for that, but technical side could use some work. For one, the game tries to eat up over 2GB of RAM while preloading, then immediately releases it once preloading is done. On older systems that results in "unable to allocate" message, rendering the game unplayable. Also, first enemies move like they have a seizure :3 Oh, and it would be great to see all the little choices you have made actually affect the ending, if just a little.
It's a bit buggy - evidence/person list is cut off in the middle until you scroll down or up, sound of waves didn't stop after ship scene, and the game even crashed on me once, and I presume "hatred" stat should be maxed out, not depleted :3 Also needs some spell-checking, frequent grammar errors disrupt the flow somewhat - ask around, the story isn't that long, I'm sure there are people willing to proofread if given the script. Nevertheless, a fun game with a surprisingly good story, keep it up!
Hi, I updated the Hate meter and the sound problem. But the Evidence/profiles still needs some work, But using PgUp and PgDn usually solves the issue for now. Thanks for playing.
-Update- Fixed Evidence/Profiles Menu.
Good job with rebalancing! Now there's no way out of attack cycle (which is kind of symbolic, really) except costly redraws, making it harder to go through the entire game in a couple turns :3
I think wheat is broken. Instead of 20% chance, I kept on missing and missing and missing, even after it was broken. Out of 40-something attacks, not a single one succeeded. Also, please give us some way to travel faster.
Everyone who wants chapter 3 (and 4 which is planned, too) out faster should seriously consider supporting Mezzaninestairs on Patreon! Come on, guys, if we could get devs enough money to take one or two more days off per month, it would help enormously! The link is in-game and in updates, look it up.
Thank you for the promotion! Our next update will display Patreon and social network links more prominently, but for now here's the address:
https://www.patreon.com/mezzaninestairs
The game's ok, but would be much better if bugs are fixed, science at least remotely on point, and the missions and research names/results were actually meaningful and unique instead of random word mashups.
Sorry to burst the bubble but no, here's a hint, it will involve lots of animals. :)