Shield Hoarder is perhaps a bit overtuned; I have never died to anything but it, and have also never beaten it.
Horatio Von Becker
Recent community posts
Fun game! Some comments:
It seems like the Mortal would be more clearly phrased as "only the third hit hinders you".
It's not clear when bad luck tests would be needed. Do people ever run out of ammo in the source material? I'd expect that to be closer to a serious injury than anything, equivalent to being on your last Hit.
The aesthetic seems like it could be a little more clear - are the crumbling stone Aligheripunk demons not techy? It looks quite a bit like the demon magic is generic goth urban fantasy stuff whereas the angels are clearly quite cybernetic technopaths, and that's a weird lack of symmetry.
Relatedly, it's not clear what rituals do. I'm guessing it's an overtly magical, more-commonly-collaborative version of what the 90s thought being a hacker meant, except that the Cyber-Angels are only partly vulnerable on account of being cyborgs.
(Made from clones? 'Virtuous' mortals, in either the sense of being pious or skilled in battle? Likely all three. Not sure where Demons come from, though, given that they aren't quite the same thing as fallen angels. Something something passcodes? Something something magic computer virus?)
I also think the d6 table for lair locations is a little weak compared to the Named Location Tables, with the important exception of the 'desecrated workshop-chapel'. There's four times as much page space dedicated to home base resources, so stuff like 'a source of hell-ore' seem misplaced here, and also that amount of page space makes it clear that a lot of the game takes place in your cool cyberpunk hideout. Proposed solution: Rewrite the d6 table to be specifically the entry to your sweet secret base.
Interesting concept, but a lot of details make the implicit storytelling pretty strange - murdering a harmless villager is somehow equivalent to donating less than the price of a ring to the 'church'; there's lost money all over the place, the traveling salesman is willing and able to sell you a variety of evil magic rings, and getting Humanity to zero took some work but also had no consequence.
Also, the beast hunters are willing and able to kill you on very thin evidence of being a werewolf, but if your Humanity is high enough, you can kill and eat an animal in front of them barehanded and they won't bother you.
I was also hoping for some kind of thing in the center of the forest that'd give me an ending.
I am sorry to inform you that the game softlocked in the second area for me with no clear cause; I have 50 Denarii and neither Knight nor Barbarian cost that much, but I can't place either for some reason? I just get their transparent sprite in the center, depending on whether I clicked their buy-tile most recently. Can't even make a barricade.
Edit: I'm on browser, and reloading seems to fix it, but it came back again with the next area. I did buy new characters each time?
Further edit: losing and restarting the arena gives the same glitch. Losing and going to the main menu before restarting the arena... still gives me the same glitch.
Survey sensors can't be brought down or passed through, which has lost me half my troops late in the game.
The tutorial is necessary for the energy budget it gives me, but uses soldiers completely incompetently instead of using Scouts that could come back, recoup the cost of training, and also maybe harvest some crystal on the way.
Music actually came back for me on return? The link to the bugreport just takes me to unity dot com. I hadn't actually started the game yet though, I think.
Also, yes I loved the game and yes I'm looking forward to a bigger version. I beat it hitless, so treating hitpoints more like lives is a reasonable difficulty modifier I expect?
Oh, that is a cool effect. (Particularly when it doesn't cover the wheels, like from 0:09 to 0:15.) Any idea why the back wheels do this while the front wheels don't?
I do notice that the game smoke seems a lot more billowy and unreal than this video - partly because the smoke just doesn't look thick enough to me, but partly because it's all one color and thickness. Dunno how easy it would be to copy the 'stuttering cone' effect with the smoke trails, but I suspect it'd look cool.
I was looking at your other games because I enjoyed Frauki, and I'm nearly certain this is an accident because the thumbnail version of the cover looks clearly like a smoke-ring halo around the protagonist, but the zoomed-in game-page version of the cover makes the visible left side of the smokering resemble a nude and feminine figure partly wreathed in smoke, and I was concerned that this game had at least one sex demon.
Bubble wand right against most walls can trap bubbles in them allowing for continuous walljump - I figured that out well before I found out you can actually aim the bubble wand up or down (which I learned from the author's notes because I wanted to know how to escape the final dungeon if you start it too early, which I did, at minimum possible equipment). This provides a fun potential speedrun route: walljump up from the third area, right before you'd normally get the phase dash, through the rain, and just get the Big Pearl directly.
This is probably optimal for the 100% run, too, since the Pearl allows rapid equipment switching. You'd probably get the phase dash first in that case, though.
Yeah, that much of the solution was obvious, but I still have no idea how. Pushing a box into a cart doesn't do it. Crushing a box between carts doesn't do it. The box doesn't push carts, so I can't push one into a wall. There isn't a convenient turn-right-before-a-wall implied by the architecture to let me push a box into the way of a turn after the train has passed, though I think I can see how to make that not necessary now.
(I never saw the point of the fourth of the three hollow cubes, by the way. Not sure what the 'easy' path was.)
Someone else demonstrating the car-trimming mechanic was enough, I think. Frustrating that it isn't tutorialized in the actual game - I solved several engineering problems that simply did not do the job because I was guessing wrong at what I needed to do - but I appreciate the walkthrough you're presumably giving me behind that spoiler.
This might be unreasonably difficult now, if I'm understanding correctly? The level with the two five-section trains feels like I haven't had a key mechanic or two tutorialized. In particular, it looks like I'm supposed to be able to crash a car with the block, but the trains are remarkably resistant to crashing.
I would expect this setup to crash at least one car of the right-hand train, and thus win me the level, but it doesn't:

Another bug report: falling to your death while having a potion - at least during the wind boss fight - fails to trigger the 'respawn on platform' code properly; it appears that Perla winds up under the screen somehow and can move the camera one screen right - or be moved, by the hurricane thing, which immediately moves her back so long as it's going. The lightning beam sometimes shows up there too. Can't open the pause menu, either. I expect this playthrough would be continuable if I could simply get Perla into a lethal hazard, but it's not working, and I can't seem to get hit by the one petrifying arrow the boss shoots straight downward; I'll likely have to reset again.
(I think, though it was a long time ago, that being petrified while falling to your death also breaks the game. That was the first time I played, and I was fireball-reflecting in order to sequence break to the wind area instead of going down the very long corridor with no save points to get the charge shot and dash.)