For the sake of argument, if I ever wanted to give you some money, in a gesture that would be totally unrelated to your next game's release, what would be the best way to proceed?
Kernog
Recent community posts
Thanks a lot. I started the game, and I felt a little lost by all the amount of trash in the base.
Do note that, in the latest version, I found an item box in the storage room above the garage. That means you can get to step 3 right away.
Edit:
Another change in the most recent versions: the transformers are indicated on the digital map. You do not need to buy beacons right away.
Sugarcube is a nice tool, and does stuff like save management easier than Harlowe, but it requires more know-how to use its more advanced functionalities.
And Twine's UI having no syntaxic hightlights for Sugarcube makes coding cumbersome.
So thank you for taking the time to help beginners get the hang of both Sugarcube and Twee. :-)
Renamon would benefit from either starting with or learning a multi-target skill at level-up, considering that she faces very quickly groups of enemies, and enemies have high HP for the moment.
Corruption skills cosuming MP makes using normal skills unavailable. Considering that 2 of the corruption skills require 100 TP, which takes several turns to pool, I think it would be better if corruption skills did not use MP, and worked with TP in the same way as "limit breaks".
I think the game would benefit from a weakness system, to speed up battles. You could go with the usual four elements, or you could go with Cybersleuth's triangle (base < virus < vaccine < base).
Related to the two paragraphs above, you could make it that normal skills are unavailable while in "corrupted" state, to give the player some thinking room as to whether they should rely on skills or on corruption skills.
Having Renamon start at 1HP after a game over is too harsh, in my opinion. As it currently is, it is easy to enter a losing loop where the gold you get goes to potions instead of skills or gear, until you're out of potions and gold.
Finally, I think that it would be nice for the slime and the slime wall to have game overs, like the slime boss, and it would be nice for the slime clone or the wall + clone combo to have their own grapples. As a general rule, you can't go wrong with more grapples and more scenes, seeing those is why most people will play your game.
It is always interesting and heartwarming to read a developer who still has his feet on the ground.
As you say in the last part of the journal, you should use what you learned and the experience you gained to make something new. This is also what personal projects are for, no matter their nature. I think both your psyche and your audience will be even more thankful about it than if you force yourself to update the "monster".
This has really good potential. Platforming is reminiscent of Sonic and feels nice. Animations are very good.
The things I feel would benefit the game would be having some mechanics better explained/hinted, like the enemy bouncing, and having enemy grabs.
With that being said, I will follow the development of this game with great interest. :-)
That's a damn good game.The game looks good. The scenes are varied, the difficulty is challenging as one would expect of that kind of game, but beatable.
My completely unreasonable wish list for even more fun:
* Group attacks from enemies (at least from the same kind of enemies?)
* The ending felt a little abrupt. While I understand the intention behind it, how about a boss fight, or a "final wave"? After all, all these experiments must be put to use. ;-)