I'd have loved an option to skip the levels to read more about the robots. I'm stuck. lol
Recent community posts
If the game is just lacking some files, how has this not been solved yet?
Edit: In my case, I had to get another file called "libgconf-2.so.4" and put it in the "lib" directory. Now I'm curious as to which engine was used to develop this game, because it's not the first time I encountered that mysterious "nw" that fails to run.
Nice short game! The dialogues and meta-humor were funny!
Just a tiny suggestion about the control interface: maybe make it so that the button icon to swap between controllers shows the opposite controller icons? e.g. "I have a PS controller and I want to toggle prompts, I wonder what button is RB?"
The game really needs some indicator as to what the arrows on the top actually mean. I thought the game was having some serious bug until I got it on my 6th or so attempt.
Cute art, by the way! :D
Thanks for the Linux version :D
Tried it but unfortunately doesn't seem to run. I got an error saying something about a libsteam_api.so not loading, and something about a player.log file. Any way that I can send it your way?
Sounds like a fun concept, but I don't get what the icons mean at all (except the factories and houses, I guess?)
Also, is it intended to get to a point where you lose more than you gain and reset the score conditions? Not a complain, just a note.
Found the file at "Android/data/com.SamuelVazquez.Ubiquatopia/files", as you said. Copied it directly into "\AppData\LocalLow\SamuelVazquez\Ubiquatopia" and worked like a charm. ¡Gracias! ;D
I just finished the first chapter of the game and I felt disappointed the game ended there. I'm so hooked to the lore and characters! Can't wait to see more of them!
Anyways, the game sent me to the game's page and, now that I know there's a Windows version, I'd prefer to play on PC rather than on mobile. I was wondering if there's any way to transfer the save files (if there are any) from my Android to my PC, so I can keep collecting the rest of the cards.
Which brings me to an issue I've personally encountered with this game: the battles feel sluggishly slow. I'd like an option to speed up the enemies' turn. I don't need to read the effects of enemy cards while they are selecting them, nor see their move grids, etc. when, most of the time, I've already read them beforehand to know what I'm getting myself into.
Also, could there be a shortcut between the deck edit screen and the traits screen? I think checking which traits are on/off after I've made my changes would be more comfortable that way. Currently, I have to go back twice and enter two menu options each time, which feels a bit tiring to do everytime I upgrade/create a new card.
As a last suggestion, a harder setting with more enemies/stronger enemy cards/more enemy HP and what not would be more than welcome for me. Even some of the boss fights felt a bit cheap, since I had prepared well enough for them and I just swept them. The only real challenge I encountered was the last boss (which I must say, I really loved the concept of that fight, caught me off-guard, very original, in my opinion)
In any case, the game is great so far, and I can't wait to see more of it! The kobold and chess cat's designs look so cute!
Entertaining example of how easy is to destabilize complex systems. The art is cute too! I got hooked to the end, but I'd have liked some other way to restart the game after failing (besides refreshing the entire page).
Cool game. Left me wondering what the deal was with the boss hating the clerk or not.
As feedback, I think it could have been less annoying if fails resulted in restarting after the fight, instead of having to click through the entire intro each time.
After some tries, I got to survive without peeing myself lol
The Sims-like style of the UI was really helpful to know intuitively what the needs were about
Personally, I'd have liked it better if controls were more cohesive, e.g., if the way to interact with things were a key on the keyboard instead of a mouse click, or if the character were moved with the mouse instead of the keyboard.
This was a fun game to play, kind of incremental, so it turned easy at the end, since the demands didn't grow that much in comparison (I even got the apple count to -70 at the last phase lol). I'd have liked it more hard, personally.
The UI looks so smooth and responsive, btw. Really liked it!
Can't believe I've
wasted spent 15 minutes exploring this cave! The fact that the map is always the same makes me wonder what I will find in that other direction I didn't go trough last time. There's something fascinating about it.
My epitaph now says "Don't jump on the 'sometimes jumping...' screen"
This game was awesome! It felt really ominous when you know there comes a jump that would be impossible if not for the people that died before you.
A shame I died without contributing that much to the cause...