Returning distance too, if distance from post office to destination is 150 km, then the total distance for a trip would be 300 km, the 3.1 hour check out for a raven with speed of 95 km/h.
A-wq
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I didn't read the changelog closely when commenting this, turns out only the flying skulls have that ability.
And didn't calculate the difference, rank 1 imp demon with funny bone have potential 6 total dmg to castle if both imp inherit the bone. The dmg is equal to 2 rank 3 which would cost 48 gold but it only cost 6 gold.
I don't think I can have any suggestions or opinion about the game yet since I had only experienced only the basic of it.
The demo is a bit boring. Out of 5 listed features: dig, gather, whack-a-mole, upgrade, and talk. Arguably only the whack-a-mole part is fully implemented.
Gather and upgrade you said won't even be in the demo.
Digging tie strongly to both of those features for reward and further progress so it's really just testing out mechanics right now. Which is quite great, no bug that I can see, little lag, but it's not really a playing feature.
The interactions/visual novel part of the game is still only just "talk to 2 of them and not again".
An interesting idea of using visual novels and digging together as mechanic and plot for the game is maybe the only things I can say. Hopefully I can play it further.
I feel like the difficulty increases way too quickly in a game of near-pure luck.
Take the slimes for example, the slimes appear on wave 4. Meaning you get 3 upgrades, the slimes appear in pair with 2 2-6 coins and +5 defenses, so they outnumber you, have the same amount of coin if you choose to get coin for all your upgrade, their max roll possible is above average, they have defense higher or equal to half of any of your coin roll. The only advantages you have over them is health but your base health is 30 and their health is 18, so not even equal to all their health combine.
If this is a game about skill then players can fail and get better and beat them easier next time but both upgrades and coin roll are rng meaning player's only able to choose the distributions of coin rolls, no matter how good you are at it, you simply cannot always beat the slimes if you got bad rng on upgrades and roll.
Is defeating enemy with your fist the only requirement to get +1 fist?
If so then I think the spell with rune that increase max cap of health by 2 and heal by 1 or increase max cap of hunger by and fill 2 hunger depend on what you use it on might be bugged when use on fist. It increase fist cap by but when I kill enemy with 3/4 fist I can't get another fist card to drop
Edit: Nevermind, I figure out what's the reason for this.
This is the solution of the whole game https://docs.google.com/document/d/1XzBqHFfQTNPEd01__9QJV6HWwESUVqHFGyRxFJRFqbU/... with credit to who I saw it first from. Spoilers in it ofc.
Hey rodzeymer, are you still up? I got a document writting down there info and where it might lead next. Would you like to give some ideas on what might be wrong and what I overlooked? I think that 1 person can be really stuck into a narrative and having more than 1 perspective would be great help.
Document link: https://docs.google.com/document/d/1XzBqHFfQTNPEd01__9QJV6HWwESUVqHFGyRxFJRFqbU/...
I do have some changing around to do with your new progress because this is made for part 3 that you already solved.
Spoilers in both images and some in the comment itself.
Visual aids on what Snowba11 mean:
"the order of the items doesn't seem to matter": https://imgur.com/rBSGnQz.
"they didn't turn to green links when I connected them together": https://imgur.com/iiO0JxT, "but once I connected that group of 4 to one of the other clues on the other set of 4 all links for the new group went green": https://imgur.com/0JsTh2b
Not sure what meant by "there were only 2 clues to connect to that would make all the links turn green." because I find out that as long as the "End Piece" of the previous one is connect to any piece in the finished group, they will all light up: https://imgur.com/DXWIZRI
I'm mostly just echoing what the people below already said. There are a lot of ways to connect pictures to form the same story.
I'm guessing you're hinting that we have to connect the evidence chronologically with all of the "trace his footsteps". If that's not it then can you maybe help out with how we're supposed to connect them?
A fix maybe something like different color strings for different interpretations. For example red line for chronologically time when Pete put the evidence up/got his hand on them. Blue line for connections between the evidences like Piece A, B, and C aren't discovered near each other but they all hint about a single thing.
Another fix can just be a tutorial of sort at the start, showing how the strings are suppose to be use.
Overall interesting idea for a game, just hope it is easier to understand what I am suppose to do.
A little bug I found, all upgrade except for spawnrate have a max cap and can't be click after it say max but spawnrate can be go beyond and it stop spawning anything. It's like the upgrade got more stage upward but it's obscured. It take my money when I click on and it flash red same as when I doesn't have enough money to buy an upgrade.
I'm not sure if this is intended but the "reset everything" option doesn't actually reset everything. It still save Puzzles Complete and Runes Used from earlier run.
I'm not sure if it's a bug or not since the 54/18 kinda feel intentional to show how many run people have gone through in total. But it's hard to calculate how many rune you have used in this run total.
So, there's a small oversight. I think game check and confirm completed puzzle every time the last piece is putted into place but you didn't lock the puzzle pieces after the check is ran, so it's possible to keep clicking on 1 pieces over and over, basically completing the same puzzle over and over again.

