Good idea, added to known issues, thanks
Luk2048
Creator of
Recent community posts
Yeah I misunderstood your suggestion, my bad. Actually, that was the earlier version of queue essentialy, however when it doesnt recompute the further actions it was really hard to see which actions are actually orphaned and which are not, hence I made this version. Hmm maybe if I went with coloring the orphaned queue red it might work out, cause you're right that even tho we lose the ability to edit further route, it IS a niche use and its more important to make queue more user-friendly. Added it to known issues to try it out, but it'll take a while before next 0.3 patch, want to add more content
Hmm I'll have to try out a few ideas, maybe just visually highlighting the broken path red will work out. I might be too used to the genre and it was obvious that if I want to edit smth I've to remake the same path in both directions to fix it again, if I allow disconnecting paths that would limit the ability to edit in real time - edits would always have to happen during pause. Im not completely against that but its a con for sure, unless... I'll give it a shot! Anyway, I feel like for now it wont be that annoying given I've managed to make separate queues per map, cleareable and saveable as routes, so in the future a player will have to rebuild queue for a map he wants, rather than 1 flat whole queue.
I appreciate the feedback!
Umm... Thanks for playing! Better late than never is what they say ^^'
Added, will be in next patch, that will be tomorrow unfortunately, cause its a big shake-up so will take a little longer, instability rework that is done, and I still need to do familiarity system to get some more sense of progress! I hope I'll be able to build smth great in a year or so, all with a goal to make this type of games more popular in order to have more to play myself lol
Thanks for feedback!
Appreciated! Yeah, there will be more progress axis in the future, entertaining a Codex idea and/or Stuck in Time kinda style familiarity per tile, so you can level each tile/object you walk/fight/interact with as well. It'll feel better with more content tho thats for sure! Spheres will be unlocked only in second map, even tho I got the system ready.
Hmm I feel like I should've set an artificial lvl cap in the early demo cause ppl misunderstand. Its supposed to be: get around lvl 10-12, have Crystal Attunement I and first Trial of Fucus (Pressure I) done, and then leave the house -> you're done with the demo. Its not supposed to be grindable to level 20, not to mention higher, there will be better xp on next maps. Currently its a 5h early demo to test if the gameplay loop itself is fun.
