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CaptainMcCloud

9
Posts
A member registered Sep 11, 2017

Recent community posts

I believe you can do this, there's some real gold in here. Do your best, and don't be afraid to make mistakes! As long as you're the one making them, you can always understand how they've happened. Take all the time you've need, you've got a bit of a mess to untangle here, but it'll be worth the untangling.

You've got an issue here I've seen in a number of other "AI assisted" projects, wherein your bot's gone and added a bunch of mechanics, somewhat randomly, that don't interact with each other, come out of nowhere, and aren't terribly balanced. Some do nothing, some are absolutely busted. Just for instance, there are at least two different "charge" abilities in this game. One, for legionaries, does exactly what it says on the tin and leaps right up to the front line to get right in the thick of things. Another, for knights via a shrine, makes them instantly teleport to the front and stun every enemy in the tristate area, knocking everything but bosses back rather far while stunning everything for three seconds, or sometimes permanently it appears. This is an incredibly fun game that is held back by things like this. Your code generator does not seem terribly compliant with your game design, and I fear it's added quite a lot that you have not tested, and possibly not found in your own testing. I hope you are able to understand the code it's written, because it's added some very strange things. For some other bugs, it's not actually possible to banish barracks units between stages as clicking the button does nothing, buying new barracks slots doesn't seem to reliably add more starting unit slots to hold those barracks units, bosses drop resource pickups that immediately despawn upon selecting a map, making them impossible to collect, the broodmother spawns a volume of dogs I cannot presume to be intentional, XP gain for barracks units is inconsistent, no units actually track kills, and at least one portal event fails to select a unit entirely.

You gotta eat your own dog food, man. This is almost a delight to play.

Game's great, but I think we need a way to lower our fishing luck. I'm going through rod crafting and lowering my luck is actually significantly raising the odds of catching the fish I need.

Only idle game I've ever played with Gustav Holst music.

Access requested, best of luck in testing!

I'm dead broke atm, but I'm gonna wishlist that shit so Steam knows it's good. Perhaps I will find ten dollars by the time you turn this fucker loose. Maybe even twelve

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This is the only peggle/pachinko style game I've ever seen that does squash and stretch on the balls. 10/10, unironically. The demo being ended with an integer overflow is brilliant, also.


edit: nvm it keeps going oh god

Neat game, I love the artstyle, but it's very rough on your hands to play. The game badly needs some kind of autoclicker, probably less a "you always get X clicks per second" sort of deal, and more "if you hold your finger on the screen/hold down a mouse button, you get a couple clicks per second." It shouldn't be the best option available for mining, just a hand strain reduction measure.

The concept is great, the actual mechanics are a giant pain in the ass. The levels I haven't been able to beat are all ones here the impreciseness of the controls make executing what I know is a possible solution in an acceptable number of moves so frustrating that I'm happy to just pat myself on the back and stop. I feel there are times when this thing just needs to stop pretending to be a platformer, though. Also, maybe have the color of the aiming thing change depending on shot strength, it's just too hard to eyeball it as-is. If you wanna keep it with the game's aesthetic, a fade from blue to the current grey to orange could work