also the piano gets played once without anyone being in the room. Can't find the codes for that because the game locks up after beating it (wow what a great feature)
dessertdust2
Recent community posts
In short, game is 6/10. Great quality for a free game.
(mild early game spoilers)
- Some information must be guessed. Its mostly only for little stuff, like knowing that only one name isnt accounted for, so you check through all roomcodes until you find the scene.
- The unutilized info number is incredibly smart addition, and well-implemented. This alone makes the near-100 files bearable.
- Name command is awesome, title is nice quality-of-life, act is pointless.There is never a need to put info in notes, and paper+pen is superior anyway.
- Find command is nice, but you'll have to use ctrl+f in browser to find the words from the scene, which feels really unnecessary.
- "00-dream" easteregg is really dumb. I tried 01-XX-@ style, because of course I would, that's how the game has worked so far!
- The beginning of the final message is great horror, but that all gets teared down if you think about the message for more than 2 milliseconds:
- @ states that he knows exactly what happened. Except randomly he says he doesn't. This can't be explained in any way, he flip-flops between these two states. Had @ been affected to the point where he no longer can remember solving the case, that would be a great ending. But instead we have this muddled mess, where any theory as to why @ sent us the computer is contradictionary.
Spoiler Rot13: (bad puzzle & plotholes)
Gur raqvat "ybtvp" vf qhzo. Gurer vf ab ernfba gb nffhzr X jvyy or arkg. Rirelguvat fb sne unf orra senzrq fcrpvsvpnyyl nf n fvatyr tubfgyl rapbhagre. Nyfb vgf arire fgngrq X vf nybar, fb lbh unir mreb ernfba gb nffhzr lbh pbhyq rira npprff gur fprar. Guvf vf fgenvtug-hc nagv-qrqhpgvba. Ba gbc bs gung vafnar yrnc bs aba-ybtvp, jul jbhyq nalbar ybbx ng gurve vaobk jura gurer vf ab cebzcg tvira gb qb fb?
Nyfb, gurer ner gbgny bs 13 obqvrf, lrg @ fnlf gurer'f bayl 12 zhygvcyr gvzrf. Gurer'f ab cynhfvoyr rkcynangvba gb guvf, vg'f fgenvtug hc n cybg ubyr.
Wished there were more bullets and they were slower, so its less about reactions and more about pattern recognition and avoiding skill. Also hitboxes are huge, annoying to avoid small missile as small ship when the missile start airbursting on the random rectangle around my ship and dealing damage
It feels like the speed should be inverted, the big ship should have faster speed to offset its bigger hitbox, and small ship should move slowly to offset its smaller hitbox
That and every powerup seemingly helping small shit more than big ship, and the mechanic of becoming a bigger ship is something I want to avoid instead of interact with
Log: Softlocked myself by not buying any funds factories.
Log: I restarted the page, bought funds factories, what are the other things even for?
Log: Got 1 million with just funds, tried to buy rocket but had no space, found out you can upgrade them...
damn. This is such a cool idea. If you had a proper tutorial on it or something, it would be a great colony simulator. Also let me place buildings with mouse 1.
This game has promise. But it has so overbearing issues it's nearly impossible to give positive feedback on. Instead, I will write the problems and solutions that you really need.
Problems:
It's impossible to know what, for example, "growth" means when half of the time it's called weekly growth, the other time it's called just growth. Is weekly growth different from normal growth? Is normal growth daily? No idea. I still have no concrete proof of when growth activates, but hey, at least you wrote it differently every time it's mentioned!
Too many things just say "greatly improves" or +1 (random word which is not defined anywhere) I have no idea what ANYTHING does, because it seems like neither do you.
It's not same as having no descriptions. It's like half of your descriptions actively mislead or straight-up lie.
Solutions:
Prevent crashes on every unintended behaviour by limiting player choice until you are absolutely sure the player can do it without crashing. Do not let me move the character before the map is loaded, so it won't crash. Do not let me move my units into Armor slots so it won't crash. Sometimes it feels like I have more options to crash the game in a specific menu than ways to close it normally.
Write code that renders the armour and magic stats' text dynamically based on their effects instead of writing in manually for every new item like a madman and then you have a playable demo.
For example, do not write "item increases magic greatly" but instead, have the magic buff spell be "item increases magic by variable%". Now you only need to change the variable in code, instead of having to manually write everything and mess it up.
Even better if instead of "magic" resistance it's just a variable name itself, so it'd be: "itemtypevariable effectvariable typevariable valuevariable"
so you can get stuff like: "Hat increases magic by 10" or "Leggings give 1 random spell"
It's very easy to code, saves time, and most importantly makes it possible to understand what the hell anything in the game does.