I still have no idea. Would you (or somebody else) please post the answer, just so I can maybe understand what I'm missing?
catmonay
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It's certainly unusual, but golly it's a really slow early game and a then a suddenly rushed endgame. Once I uncovered the merchant I was wondering why he was even necessary. All I can tell is that it gives you the chance to build the "special recipe" with one hex fewer. Otherwise he was just another part I had to ignore in my fight to keep track of which towns I needed to placate.
I think two parts of the endgame that felt unnecessarily stressful was trying to remember which town's order came first, and trying to catch the orders as they came in. I think a simple visual timer would work well, maybe the hex turning red or some eye-catching color as the order got later and later? That could solve both problems at once.
That's a very cool prototype! Some thought:
There's a helpful tip about the cards being flipped from move to attack at the start of a round. Maybe after the player uses their first card, you could follow it up with another tip pointing out that the card is flipped, and that they can use card to attack after ending their turn. It took me a long time to figure that out.
There should be some way to cancel an attack. I sometimes picked an attack but found I couldn't use it, and had to waste it to continue. It seems like that happened after I already had another attack or move selected, and then selected another one?
Before using an attack, I couldn't predict what direction I would be able to shoot in. I eventually figured out that (at least with railgun, machine gun, and shotgun) I could shoot in front of me, to the side the gun was on (on arms) and 45 degrees diagonally on the side the gun was on. But is that always the case? I would be nice to see the attack pattern for an attack.
Lastly, I broke off the legs and one arm of an enemy, and he could still move. I know that hampers the enemies movement because they've got fewer available cards, but it still felt pretty, well, silly, to see the enemy move. I'm not sure how to do much about that, though.
Hey great idea! I'd love to play it more, but I ran into the same problem, rather frequently. In fact I can't even make it past about five paths without experiencing this. Does "collision" also mean that a car drove on the grass? My only guess is that I'm placing paths too far onto the grass while picking up passengers.
Sure, it makes sense if the player blindly follows orders, but you finished this game with a quote, "The only thing necessary for the triumph of evil is for good men to do nothing." That doesn't make any sense - there's nothing a good man can do in this game!
A more fitting quote would be "The only winning move is not to play - so just close the tab and don't waste your time."