Nice game, although the hacking part becomes a bit boring after like the hundredth time. I really like the neon colour scheme, and most of all the voice acting provided. I wonder how ember resisted celeste for over a year ;)
KuronoKira
Recent community posts
That's hard to decide, I think I'll go with Sal though.
As for the bugs (and things that bug me), I've found the following:
-Somehow managed to have two transforms on Jeqblac at once (imp + wolf) It goes back to normal when I stop the immitation
-Fhey had a point where she ignored her fullness, being able to grow to size 100 without even increasing her cap. I couldn't treat overstuffed nor give her food. Solved it by offering her to big toad
-Mushrooms are missing a transform immunity on their second form, or don't go into third at all
-Kip stones can be blocked with following allies, which takes away lots of the challenge
-Sometimes allies don't follow visually when leaving the town
-Well fed doesn't give Jeqblac a bonus in closeness points
-after reviving waifs, their permanent "ailments" are gone (like scales for Sal)
-Lenwhales wide girth still works when she's being eaten, which doesn't make much sense
-There are no places to switch waifs in the tower when going back in ch.7
Didn't say I wouldn't like the art, just that it didn't spark my interest in particular. The drawings are doing well in producing imagination. There are imperfections, but such are to be expected on the journey to becoming better.
I can only imagine the fight RM puts up with this kind of game, while being somewhat versatile, brining in such mechanics is pushing it. I hope Unreal isn't too hard to use though
Wow, just- WOW!
I was a bit sceptical at first as the artstyle didn't really hit me. But that doesn't matter too much as the game itself is really REALLY good! Puzzles like these tend to be somewhat annoying in other games, being a bit "in the way" of storytelling and not well refined. This though was really fun, Puzzles have great mechanics that are introduced in a reasonable way. On top of that, they just make sense, both story-wise and thematically.
Playing on hard really made the time limit a potent enemy here and there, whereas in other instances the focus was more on just understanding a complicated problem. I like how both come together in the end. Only thing i really struggled with was the lava-run, but that was mostly about me being a bit clumsy.
Over all this is one of the best rpg-maker games I've played, and I can't wait for future updates! I can see though how coming up with new and interesting puzzles is hard and takes lots of effort. So don't feel pushed, just lots of motivated ;)
I can't seem to be able to plant pumpkins in the fields... Do I need to unlock a different field for those? (currently only have the first two available)
Edit: yes you do, apparently. Would be nice to learn about such things somewhere beforehand as this type of thing really looks like a bug or poor programming until you find out how it's done :)