忙しくて考える暇がない!まるでその状態をもたらせるように作ってある。
アートはまだ改善できそうだが、楽しさは満点!
Had no idea where the track was so I just followed the other guys! The graphics are cute and I enjoyed the decorations. Probably should make the AI prefer targets farther ahead if possible, otherwise you can be in last place, and the guy in front of you will still turn around… and still shoot you -.-
Simple fun! The graphics are definitely cute, and the game loop is straightforward. I didn’t enjoy the sound effects, they were a little too abrasive. There’s also a degenerate way to play where you don’t move your cursor and just click until an item you want is available; releasing destroys the item without repercussion, so no hunting is necessary, invalidating the (likely intended) search-and-click mechanic.
Dark Souls can be completed on RL1 because mechanical mastery supercedes the need for numerical advantage. But in your game, it seems like you need to have a) mechanical mastery, AND b) numerical advantage in order to win.
When you died repeatedly to the Asylum Demon in DS1, did you need to come back with more levels? No; it was a lesson that not all battles need be tackled head-on.
When you lose in NeuralNX, what’s the lesson? If the AI is just going to crush you optimally each time, I suspect it’s not the same challenge as Dark Souls, and it will feel distinctly unfair. If you didn’t even see their kit and abilities, do players even have the tools to learn?
I recently released an abstract strategy game with a powerful AI, too. It started out with pure minimax and topographically sorted heuristic factors. This squeezed the fun out of the game as it was way, way too hard.
I eventually switched to a weights-based heuristic so I could use softmax over the results. This produced N different-feeling variations of the AI, and let me variably weaken by nudging tau.
What kind of knobs does your AI have? In my experience, full blast mechanically optimal AI is distinctly unfun.
The quality and versatility of these icons cannot be understated. I used them in my most recent project, Morris 2, an abstract strategy game inspired by Nine-Men’s Morris:
In the game, the icons represent the various abilities, and are a major part of the game’s look-and-feel. You are credited in the game on the credits screen, with a link to your home page. Thank you for your art!
I just released a jam game, Ministry of Order, featuring sound effects entirely from this package. You are credited on the main screen of the game, as well as in the repository’s README. Thank you for the accessible, high quality sounds!
I just released a jam game, Ministry of Order, featuring “Gloomy Factory” as the background track. You are credited on the main screen of the game, as well as in the repository’s README. Thanks for the fantastic tunes!
Mouthwateringly high level of polish! You made room solid for gameplay and narrative, tying it all together with a dynamic, cohesive art style. My first playthrough I ended up soft-locking myself by feeding all my villagers though… a little too much consumption. I’m stealing the 3-level volume knob for my future games!
Reminded me a bit of brewing concoctions in Kingdom Come: Deliverance! As a Russian speaker, I thought the voice acting was fantastic, too. Unfortunately I had a hard time figuring out how to stir slowly, and the game seemingly reset itself or crashed - but the narrator picked up the ball and called me out for leaving LOL.