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milothros

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A member registered Oct 02, 2020 · View creator page →

Creator of

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Bug report: was trying to shuffle my attack tiles while transition from rewards screen to shopkeep was happening. One of the tiles that was mid-movement got frozen, and I effectively lost it.

It's pretty cool. Kinda shallow with only 2 enemies, but telefrag is a very fun mechanic, hope you'll focus on that instead of general hacking and slashing.

Optimize your "conductivity" floodfill algorithm.
At two dozen or so items the game chugs and lags horribly, but getting rid of all my mana orbs fixed that.


Block is *holding* back+up/down/neither.

Dealt with it, it was an issue with old g*dot version refusing to regrab focus onto game iframe.

Now you can grab focus with mouse and it will once again accept keyboard inputs.

I might be a total scrub with 0 pong foresight, but it's nigh impossible to defeat any bots. Swing startup is way too slow, just can't do it.

Also forcing to hit all the different basic attacks in character tutorial seems pointless since characters vary in supers and specials.

There's a certain tension in not knowing whether an unknown little game descends into fetish porn or not.

But I'm not into that gay shit and there was almost nothing, so it's hard to treat this as something other than a meme. Maybe it's better to write it like a meme too, because "my special place... it's iching" is just too retarded to comprehend honestly.

Also corruption followed by submission is overplayed trash, give me gigachad donut steel subjugating the faggoat.

Bugs: touching the zipline at stage 7 of tutorial crashed a game with GML code error message I neglected to copy. The professor calls that you recieve with *T* is bizarrely mandatoty. I tried ignoring them but then they started on their own anyway at 50% opacity.

The first comparasion that comes to mind is Evoland, as a game imitating different eras of a genre. Platformer may actually be a better fit conceptually for that idea, because there are many distinct types of platformers throughout the years, but only a few Zelda-adjacent adventure games.
But that's assuming you actually explore different eras on a mechanical level, and not just with an aesthetic change. Because the 2 eras here play exactly the same, with only a handful of differing obstacles.
And the "do one level twice with disappearing blocks" gimmick feels terrible honestly. Realizing you can't actually make a certain jump and are forced to restart. Or just fumbling and touching more blocks than you need to. Maybe it's just a side-effect of the "empty space with clusters of platforms" design, you're often forced to make jumps up to the absolute limit.

I say choose different platformers you like, ape their styles and mechanics, and make them your eras.

First, a bug: if Cecil is dead, then during combat he still tries to take his turn, but every option is greyed out and the game's softlocked. Got stuck in the forest.

Regarding the writing, which is so important for the YIIK-like genre: it's pretty good, got a couple of genuine chuckles. The premise is a bit silly, Cecel is too tsundere for the old Chief, allegedly hating him but still returning to the city.
Maybe Cecel isn't kooky enough for my tastes, but being a walking cliche, he probably needs some additional drive or charisma to stand out among fedora-wearing supernatural private eyes. He just sort of vaguely reacts to the wacky flavour text, makes snide comments, and goes along with the plot.

The default enemy grunt's idle animation is actually running, but that's a nitpick.

I'm not big into tactics games, but the whole thing seems fairly dull, you just point at the enemy until it dies. This strategy got me to level with the engineer. Likely just a question of difficulty, but bots also aren't terribly smart, seemingly ignoring terrain advantages.

Looks solid (except for mixels). Lack of explanations is annoying, even for such a simple game, a paragraph of MAKE PEOPLE BUILD THEN MAKE PEOPLE FIGHT wouldn't do any harm. Skeletons fade away way too long, and I don't think it's necessary to fade away at all, collapsing is enough. And as a last nitpick: church that produces holy water shouldn't make fire mages.

The big complaint is balance, or rather, its total lack. With only 3 starting dudes you can't build while defending all lanes without random gold (and not being fucked by random distribution across lanes). Three mages managed to win alone. Bows are much faster to produce and archers attack faster, so they quickly strong as well. But knights are total chumps, with their middling production speed, close range, and only 2 damage (was it meant to be 20?). A single knight is only good enough to beat a single skeleton.

And I think I found a bug. Red slime's curse claims it only deals 2 damage, but at the start of my turn it dealt at least 20 (perhaps it dealt slime's regular attack damage).

Neat game, got through the first iteration thanks to patient buffing and a lot of spikes.

The packing gimmick is very good, buffing items and armor actually made me reconsider the entire pack and try to put everything optimally.

Minor complaints I have is that all instants/consumables *must* be used in battle, it's just annoying when dealing with healing. That "summon ethereal sword" staff is terrible, cost me 30 health against olms, and I couldn't even fit it in the pack.

Played through the first iterationonly, and I don't know whether there's any reliable way to force builds, or just get what you want. Vast majority of items were discarded, and for a dungeon-crawler-themed game that's kinda sad, throwing all the loot away. Perhaps you could feed discarded items to the backpack and then "buy" any item you want once it's full?

The main gripe I have is action economy. Aforementioned staff costs 3 energy, all to create a sword that costs 2 energy to use, and it isn't even that good. Skull wand was my "get out of trouble free" trump card in the magma zone, given enough mana you can just delete all your problems. The deal with 0 energy effects is that they're infinitely more effective than anything else, even with "once per turn" caveat. Which is why shank is the most valueable thing to buff, it's always useful and more efficient than any non-zero-cost effect.

Complaining is easy, but the bottom line is that the game is fun.