Oddly, I like the older version of Brunner's right-hand sword a little better; it's got better visual contrast. Also I think he's my favorite Not Quite Eqiuus Zahhak; excellent design overall.
Horatio Von Becker
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Glitched when I left the game for a while and came back to it, so now Rena always points right even when not shooting?
If more information helps, I left when I got stuck on the twin boss that just tries to run me down - after the glitch, used the cheat, and still had trouble because I had to hit the second one before it killed me.
...And when I gave up and killed the two-stage refight boss with the cheat code, I found myself unable to continue; there's a door in the floor that I can't seem to do anything about. So I'm reloading.
Any chance of another ending?
I maintain that the third-act twist should have been that Jimmy's using his classic-portal-fantasy-meets-It's-A-Good-Life powers to paper over his parents' divorce - the dog is clearly something Helga got to make her residence unsafe for Andy, rather than an aggressor in its own right - but rewriting that much would be a huge amount of work, and regardless, basically anything would be better than Keep Playing Forever Or Die.
(Something something Jimmy's powers are a reflection of him using his cancer as a social bludgeon to make his family pretend to get along, so he's as afraid of waking up healthy as he is of dying? Feels like there's something there, anyway.)
Having now finished the game: that was charming. I would have preferred Astrid to take the apology with a little more respect, given the givens, but it was fine.
My main nitpick is how much of the dialogue is permanently missable, either by interruption due to random battle, or not choosing the incorrect dialogue option first. Oh well. Fun game.
Per the latest update, it seems that it did have interactivity - and it's a typing game. Huh.
Still not sure what provokes vulnerability or stun, or what exactly those do - and also the game is just a little too random, even on Easy Mode, to get through the second area without the 'unable to die' glitch - but this update has been a significant improvement. Bravo!
Seems you broke it so that running out of health no longer triggers the death screen! I did like the ending though; not sure the largely-RNG mechanics would have ever let me see it outherwise.
All the art is beautiful, the music's decent, the plot works. The mechanics could use some reworking, though. There's seemingly no interactivity during battles, so the only gameplay is build/inventory management - but which organs drop with what modifiers is almost completely random, so it's almost entirely up to RNG.
(It might also help if I knew what all the stats meant - I don't even know what Words do exactly - but even if that was totally transparent, it'd still be an RNG-powered autobattler that tries to kill you, and because of the massive enemy-attack-speed jumps every area, succeeds.)
That said, the idea of an empty-chested knight and his ghostly lover stealing organs on their quest to claim the heart of a deity is a good one, and I expect it'll stay with me. I'd love to see more polished explorations of the concept, maybe with 'digestion' or 'connection bonus' mechanics.
First time I died I lost all my organs and suddenly had no attack speed whatsoever? It's also unclear whether organs in the head slot are active or not; I collected a Core while I had a Brain there, and the Core went missing.
Edit: I reloaded the game and died again, and the zero attack speed problem happened again.
It kind of has to be legal, because otherwise Steam would be declaring war on all sales-on-other-platforms-but-not-on-Steam, including the popular megabundles, even if they don't provide Steam keys - which would be nuts. They have an obvious and legitimate interest in discouraging people from buying Steam's own services for cheaper than the way that gets Steam money, but not in restricting sale of non-Steam products, i.e. the games themselves.
One cannot always trust lawyers to be reasonable. However, you probably can trust it if you've emailed them saying "this is my understanding of the contract, tell me within two business weeks if it's wrong" and gotten no response within a fortnight. (I am not actually a lawyer, and my having-of-legal-opinions is not endorsed by an academy of law, nor am I in a position to pay reparations if you get sued and the courts turn out to be spectacularly corrupt my advice leads you astray. Heed it at your own risk, small though I judge that potential risk to be.)
It might go better to call the keyless-version-at-current-price a bundle sale that you just happen to run most or all of the time?
Eh... sorta. It's definitely got too large a share of the 'uncomplicated way to play more of your hand/deck' advancements, and it'd feel nicer if it had an ongoing upgrade rune - maybe a stronger version of Herd Support, to incentivize keeping it in hand? (Herd Support itself needs a clearer dropdown description, incidentally; I thought it triggered when the Elk was played.)
I think the current prestige mechanic is kind of a problem, because it effectively boots you back to the tutorial before most of your cards are at all interesting. The second card type is cool but held back by a subtle cost: adding cards doesn't increase draw rate, so the already-good cards and combos are less likely to show up. Leviathan is sort of a compensation for this, but it's overpriced and the transient rune to make its mechanic work is more efficiently placed on a Herd elk.
Wanderer is a little boring for how powerful it is. Surely it could get an upgrade to do something weirder, like giving you another energy if you have zero energy when it triggers. That'd be a luck-pushing incentive.
What'd you change? I was worried about the tile highlights from when you click a spore spire; I know that the creepers aren't blocked by the now-far-worse-than-useless anti-space-cannon-shields for presumably the same reason cars aren't, but the radioactive spore spewers seem like they'd be somewhat more impeded by them.
Fascinating; I'm learning as many as several new things today. I am also updating quite a bit upward on how complicated Vapor Trails must have been to code, if this is simpler.
(Not actually that surprising given the combo system, I guess, not that I paid much attention to it; I was mostly there for the art and the mobility tech.)
Finished the game! Final boss was very tough, in a too-random feeling way; having non-skeleton summons never drop gems broke the loop of being able to use two shorter paths in a turn, and melee is most of your possible damage output, so fireball was nearly useless by the time I got it. Cross also felt powerful but slightly overpriced. At a guess I'd try doubling fireball damage and reducing Cross to 25 tiles?
Oh, this is frustrating. See, the armor upgrade fails to reduce damage to 0 under any circumstance, but does not tell me this, so I have what should by rights be an invincible build (3 armor) to slowly chip the Master down, but I simply don't have the bust limit to beat her in the game as actually implemented. I would have made different build choices if I'd known.
Very fun! Game breaking glitch with fireball somehow, though, and I'm not sure what caused it. Second Green level I think - starts with a Big Slime and the boss is a Squidface - and I'd started turn on a hatching egg, so a Common Kobold was on top of me, and I tried casting a Fireball centered on the boss, in hopes that it would do 36 damage total - and the dev console said something like 'clone tile already present', and wouldn't let me Undo, and I closed the console in hopes that that was the problem but now I can't cast spells, undo, or end turn. I can still read unit and spell descriptions?
Sorry I didn't get the actual error code. :(
Edit: I was able to reload the browser and restart the level from the map, though, so that's nice.