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A Friendly Irin

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A member registered Oct 30, 2019 · View creator page →

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Finally finished it! That was a fun platformer. I really like the wall-cling mechanic; it completely changes how we look at platforming, and made the game in general a lot more forgiving. I enjoyed being able to just walk around most obstacles. The suit change mechanic was neat, too. I feel you got a lot out of simple mechanics.

I'm disappointed there isn't more to the story, though. There's this whole racism theme that's even ingrained in the mechanics, but it just goes completely ignored by the protagonist. What did the triangles do to piss off the hairies so much?

That seems to have worked! Thanks!

One other issue: In City 008, it's possible to bypass the cutscene where the worker warns you about the falling blobs by walking underneath the starting platform.

Sent via Dropbox to your support email.

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I've run into a strange bug where, after finishing a level, the game gets stuck on a loading screen indefinitely. This first happened after finishing suburb 3; I had 2 reassemblies and kept 1 token. My operating system is Windows 10.

Edit: Stopping and restarting the game through the task manager allows me to start the next level through the main menu, but it keeps happening seemingly at random. Some levels will load fine, some get stuck for some reason.

It's a shame, because I am enjoying the game otherwise, but it's hard to progress with the bug in the way.

Please use RPG Maker's control scheme for the keyboard controls. Placing Confirm, Cancel, and Menu so far apart is torture. An auto-run feature would also be appreciated.

I think it would be a good idea to get an English proofreader, if you don't have one already. I noticed a lot of grammar errors, some of which made the game very confusing.

As for the game itself, I like the concept of the battle system, but I felt I was thrown into it too quickly, even with the tutorial frog. You have to juggle multiple different resources all while considering how you want to approach each fight, and there's no free healing like in most RPGs, so I was really stressed out before I realized that dwarf berries respawned. Comfort being free to use but only in-battle also leads to the awkward strategy of stalling battles for as long as possible to cure everyone's mood.

I also think it'd be helpful to have a meter for HP as well as mood, as I'd often have characters get to very low health without noticing.

Overall, I like the idea of gameplay revolving around emotions and morale, as that's an interesting concept that a lot of games don't get into. In terms of the morality system, though, thus far I don't see any reason to be evil; unlike in UnderTale, you get the same rewards (if not more) from the peaceful option as from the violent one. The added option of "hurt their feelings but don't kill them" is an interesting middle ground, but again I don't see the incentive for it.

At the same time, I don't feel as intrinsically motivated to be nice as I did in UnderTale. The enemies don't have the same personality and depth of unique interaction, so I feel like I'm just going through the motions out of moral obligation than out of any true concern for them. Why exactly am I trying to comfort creatures that do nothing but attack me while I'm being nothing but nice to them? It's kind of hard to rationalize. Unless that's supposed to be the point...?

The art is excellent, though. I'm extremely impressed by the full animation on both enemies and allies, and the alternate sprites for happy and sad moods. Cynically, though, that makes me concerned that the dev time for the full game is going to take ages.

Okay, finally got 100% completion.

I feel the gameplay had a lot of interesting ideas, but the balance had major issues. Resources are too tight in the beginning, but too abundant by the end. You don't have wiggle room to learn the rules during what should be the tutorial, but by the time you do, you can trivialize every encounter. I really love the ecosystem between Food, Dishes, and Trash, but when you can just buy 99 units of food (possible by the end- or even mid-game), it's trivialized and you basically can't lose after that.

Being able to fully heal at any point by returning to the manager's room was also really gamebreaking, to the point I was honestly shocked it worked. HP is used as its own resource, both for skills and with balloons, but with the free refill it becomes an infinite one, again breaking the economy. The only restriction on farming balloons for infinite resources is the player's time.

The other issue I had is that RNG does not work with tight resource management. When I can completely waste my attacks (or even my resources) based on nothing but random chance, it's no longer possible to make any kind of plan on how long I can survive. A routine encounter can kill me if I get extremely unlucky and miss every attack.

Relatedly, I think the Wrong Turns really needed some kind of rubber-banding effect. In some Wrong Turns I got difficult monster encounters every single room, while in some I got almost none. Once again, that completely wrecks any attempt to plan ahead or budget resources. The bonus allies, in particular, really should not have been random; they are far too much of a game-changer in terms of both action economy and additional HP. Wrong Turns are often decided entirely by whether or not you get them.

(On that note, soda cans were ridiculously overpowered. Making you effectively invincible and double actions and indefinite duration based entirely on luck for only $8 was gamebreaking. Enemies who used the effect were also just frustrating, since there is no way to strategically counter it, you just have to keep attacking until luck wins out.)

I enjoyed the overall experience -- the aesthetic, the exploration, the different classes, and the mechanic of fueling skills through items -- but the balance was really all over the place.

(I also think Wambo Combo might be bugged? It doesn't seem to restore any more HP than using Food regularly.)

Yes, random mechanics are a terrible fit for resource management gameplay.

I think I've cleared everything (finished all Wrong Turns, security room, and oven) but I still have 2 razors and one folding stool I haven't used. Are they just extras, or am I missing something?

Additionally, does destroying the security cameras do anything? Is that what's required to activate the right porta-potty and get the security key?

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But there's not really much point in character progression if there's nothing to use it on. Character progression here just involves clicking on certain things until you can click on other things. You aren't even given any choices over what stats you gain, and each new tier of equipment is strictly better than the previous. Likewise, there is nothing to explore that isn't related to combat. Through exploration, you discover enemies and items that help you fight enemies, and that's about it. I hoped for there to be some meaningful interactions with the goblins and bandits and my genocide of them given that they're, you know, people, but no such luck.

I got to the part where I got spells, but the combat still isn't very engaging. It's just given me more ways to oneshot things.

There is... no strategy to this, and very little gameplay. It's just an endless grind of finding things to hit safely until you can hit more things safely. I expected a lot more out of an "open world RPG".

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The story in this was great. I expected a straightforward Zelda parody, but you really developed it to a surprising extent. In particular, the "capitalist pig" joke was hilarious. I'm really impressed with how you took a Zelda cliche and managed to play it completely straight while simultaneously recontextualizing it in an aesthetic that made perfect sense, and getting a pun out of the deal too. Excellent.

I also liked the mechanic of the glitched second form for bosses. The boss' first forms were always disappointingly trivial to me, but the glitched forms were a lot more challenging and unique. I would have liked for all bosses to get that treatment, though -- the early bosses are still really trivial, especially since they're usually puzzles that Zelda fans are already familiar with.

I think the game could use clearer instruction on how to use the Power of Compassion, though. I kept trying it in battles to no effect, and eventually I thought I was only supposed to use it on the final boss. Would it be possible to give it to the player early, so they don't have to sequence break to even use it properly?

The palace could also really use a map, as other people have complained.

Criticism is valid [...] the further discussion it generated and WILL continue to generate isn't beneficial to anyone and frankly I don't want to get notifications on a discussion that has nothing to do with the game

Then you should police the off-topic discussion, not the criticism itself. It is unjust to punish someone because of the actions of others.

MidBoss community · Created a new topic Offerings help?

Does anyone have any tips for giving offerings? No matter what I offer, it always seems to be an insult.

Right now, each artifact gives 5 science points... but, all upgrades are bought in increments of 5, so there doesn't seem to be any point to the inflation. It would be clearer to players to have a 1-to-1 scale.

MewnBase community · Created a new topic Food too easy?

I never had much trouble managing hunger, even before unlocking any of the food upgrades. The basic plant slop is incredibly cheap and more than sufficient. I never saw much reason to make anything else but the power bar, as they cost far more valuable resources for no real benefit.

Honestly, hunger doesn't seem to serve much purpose now -- oxygen is by far the greater limiting factor on your ability to explore. Maybe you should make it so you can't make any food at all until you get the food upgrades, forcing you to rely entirely on scavenged fruit?

The tutorial gives you 1 scrap metal and 1 wood before telling you to construct the shovel, but the shovel requires 2 scrap metal.

The tutorial feels like it cuts off halfway through. There are a lot of mechanics like weather, power management, and vehicles that are never explained, and pretty difficult to figure out on one's own. Some direction on how best to expand and structure the base would also be helpful.

On my first run through the tutorial, I got an artifact before I was ready to build the research station. "I won't be using this for a while," I thought, "I should drop it off near the base to free up inventory space." I did not at that time know that sand storms blew away freestanding objects, and learned that fact when my artifact disappeared. D:

Is this supposed to happen? It seems really cruel.

This definitely confused me as well. The power grid mechanics aren't very clear or intuitive; it would be nice if the tutorial had a section on how to manage it.

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EDIT: Never mind, I just had a glitchy graphics driver. It works now.

When I try to open the game, I get this crash log:

#
# A fatal error has been detected by the Java Runtime Environment:
#
#  EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x0000000000000000, pid=16312, tid=0x0000000000002268
#
# JRE version: OpenJDK Runtime Environment (8.0_144-b01) (build 1.8.0_144-b01)
# Java VM: OpenJDK 64-Bit Server VM (25.144-b01 mixed mode windows-amd64 compressed oops)
# Problematic frame:
# C  0x0000000000000000
#
# Failed to write core dump. Minidumps are not enabled by default on client versions of Windows
#
# If you would like to submit a bug report, please visit:
#   <a href="http://www.azulsystems.com/support/">http://www.azulsystems.com/support/</a>
# The crash happened outside the Java Virtual Machine in native code.
# See problematic frame for where to report the bug.
#

I am running Windows 10 with a 64-bit processor.

Would it be possible to add an auto-run option? The walk speed is rather slow and it's difficult to hold down Shift all the time.

I'm still in the prologue, but one weird thing that sticks out to me is that characters seem to avoid contractions a lot, even when they're in tense situations that would call for rapid speech.

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The game crashed when I tried to select an answer to "Do you like video games?"

The game in general seems really buggy. Maybe my keyboard just has limited input, but holding the stress buttons doesn't always work, the "Main Menu" button on the game over screen doesn't work, question buttons don't always work, and there doesn't appear to be any way to return to the main menu while playing. You need to test this more.

Is this a parody?

I've played through 5 times, but I can't tell if there's any other ending. I've only gotten the ending where he says "What are you?", the one where he says "I'll help you," and the deaths by toxic gas and mannequin. There doesn't seem to be any way to get him to keep the generator active, even if I'm being completely helpful.

Am I missing something?

I'm experiencing extreme lag and slowdown during battles. I'm running Windows 10 with a 3.10 GHz dual-core processor and 16 GB of RAM.

My game is stuttering and skipping a lot. I have this problem with some other RMMV games as well. Do you know how to fix this issue? I am using Windows 10 with 4GB RAM.

That might be because some options, like the "hope" inauguration speech and canceling student debt, have universal appeal -- maybe you managed to get them on that? But I dunno, I don't think it's too unreasonable for people to be swayed by policies that directly benefit them even if they disagree with ideology -- on the flipside, look at all the rural voters who said they disagreed with Trump's nativist rhetoric but voted for him anyway in the hopes of restoring the economy.

the behaviors of certain virtual voters that hint at a model that assumes that nativist voters will prioritize "socialist" initiatives over racism

Isn't this random? Plenty of nationalist voters had other secondary priorities for me.

Given this topic is two months old, I'm guessing there are no plans to provide the Android version here?

This would probably be a good idea for teachers who want to show the simulator in schools.

Wow, you can get assassinated? I never messed up that badly, the only bad end I found was getting escorted out by the military.

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All art is propaganda. At least this one's honest about it. Get over it.

What on Earth are you talking about?

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There's no general comments so I'll just post my thoughts here:

This reminds me a bit of Long Live the Queen. Political simulators are always interesting. I loved the animal aesthetic too, it's the exact level of whimsy I found appropriate, and I loved how perfect each of the choices were, particularly the wolf as the immigration advisor. xD

I was also pleased that helping out civil rights, environment and etc. groups paid off in the long run. In one of my playthroughs it ended up being a very movie-like second wind moment, where they helped me regain a lot of control I lost due to the deficit.

Nope. The Safe House warp point doesn't respawn it either.

I actually tried to refight that enemy as soon as I regained Robox, but it doesn't seem to respawn.

Ah, I didn't realize that object did anything! I enjoyed it, very funny.

The Bear Ranger gives Whip It, which is the skill down and to the right of Corrode.

Pretty good overall, but is there any way to change the default key configurations? Placing action and cancel so far apart is less than ideal. RPG Maker uses Z and X, which is really nice on a QWERTY keyboard. It would also be nice to get an explicit message when you hit a weakpoint or resistance like RPG Maker VX does, if that's possible.

I can't seem to find Dusto's ultimate skill, unless he doesn't have one? The only sidequest I have left is the superboss, which I can't figure out how to beat. I also seem to be missing one of Robox's status skills, the one immediately below Corrode. (I may also be missing other skills of his, unless not all of them complete a line.)