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Narrative question - do I get to name myself, or am I always "You"

Also, online account nicknames must start with a capital letter?

"There was a problem talking to the Antihero servers. Please check your Internet connection or try again in a few minutes. IOErrorEvent errorID=2032 type="ioError" text="Error #2032""

Is there a way to tell if my opponent is doing actions? On the first turn it was unclear if there's someone there. (Ah they just finished their turn)

It seems that burgling some buildings gives me lanterns... is there a way for me to know which is which?

"Waiting for <Nickname>" draws in front of the description for "Scout"

For PC builds, I dumbly assumed that I could use the mouse (without click-dragging) to pan the screen around. Now that I know about arrows/click+drag I can work around it, but my first assumption was wrong.

(Edited 1 time)

(Hey there!)

  • The (in-development) story will assign you a character and a name (you'll be playing as Longfinger, as well as one of his mentees).
  • Yeah, currently I'm requiring nicknames start with a capital letter. This was mostly to encourage people to choose names that sound like names, rather than xxGamerDudexx, but maybe that's too heavy handed. I'm definitely open to reconsidering.
  • The IOErrorEvent you saw was from a web request timeout - are you on a flaky wifi or something? Maybe the server hiccuped. I think in general the game needs to be a little less sensitive to that stuff, and just retry (the timeout is stupidly low).
  • Ah! You're not the first to be confused here. So - the multiplayer is entirely Words With Friends-style asynchronous -- you get your opponent's entire turn once they hit submit, but not their individual moves as they come in. (You can quit the game in the middle of a match and come back.) This probably needs a popup explaining it the first time. There's an experimental synchronous mode that I've disabled in this build because it's buggy, and because I'm not convinced it would be healthy for the game (since it would require a bigger player pool), but we're still making up our minds about that...
  • Burgling a large money sack will either give 2 coins or 1 lantern, with about a 25% chance of getting 1 lantern. Small sack always gives 1 coin. THere's no way to know what you'll get from a large sack ahead of time.
The IOErrorEvent you saw was from a web request timeout - are you on a flaky wifi or something? Maybe the server hiccuped. I think in general the game needs to be a little less sensitive to that stuff, and just retry (the timeout is stupidly low).

This computer isn't even on wifi, it's wired. It didn't happen when I retried, though. So I'm good.

Ah! You're not the first to be confused here. So - the multiplayer is entirely Words With Friends-style asynchronous -- you get your opponent's entire turn once they hit submit, but not their individual moves as they come in. (You can quit the game in the middle of a match and come back.) This probably needs a popup explaining it the first time. There's an experimental synchronous mode that I've disabled in this build because it's buggy, and because I'm not convinced it would be healthy for the game (since it would require a bigger player pool), but we're still making up our minds about that...

Sounds good. It would still be nice if it had a status for the other player: {offline, active, idle} but I'm sure it's not a top priority.

It did take me a second to realize that "Exit" wouldn't terminate the current game, but rather just take me back to the multiplayer window while the opponent can still take their turn. There also doesn't seem to be a "Leave" functionality for actually ending a multiplayer game early?

To leave a game early, hit the Gear icon in the top left corner and choose Resign. (You can currently only do this on your turn, but that will be fixed before release.)