There's some in the code but there's like no room in the ui lmao so I'll have to make menus with presets.
PricklyPearGames
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there's a convoluted way to add cells, but yeah good point about all the settings, I'm thinking about hiding them behind a settings button. Anyway to put other things in a tank, just add them once or see them evolve and mouse over them and press the 3 key. Once you buffer the cell into a copy, hit escape and create another scenario, then you can press '[' to recall a copy of each animal you pressed 3 over.
a few seconds in I already wanna increase the contrast, it's grey on grey even in the text boxes. Also, I can't tell if the click detection isn't quite right or of the buttons have strange shapes. Quite flowery prose overall and I think it maybe a little high brow for the topic, not to mention you are using words in the same way that a child with a thesaurus would, such as 'egress' to close a menu, what the hell bro thats incorrect. egress has a root in the same word as ingress, or 'grade' such as tardigrade 'slow walkers', or digitigrade creatures which walk on their digit bones. What I'm trying to say, is that words like gradual, gradient, even 'grade' as a set of steps to ascend and such, as in - to make way or walk. An egress then, is the act of 'walking out' or to make your way out. Saying 'egress' on a menu would be like saying 'close' on a sign above a fire exit, and in the same breath I would like to mention that this game is 'close' but no cigar for me, I can't take the writing I'm afraid.
I'm thinking the typewriter text should be able to scroll faster, also the dragging of chips feels off maybe just clicking is fine. I was able to jam chips in places they don't go and I wasn't even intending to. Also holy moly craps is not what I thought, and I don't think I like it. Maybe you should invent a new gambling game with, like idk, seven sixty-sided dice and a totally different odds table. It could be better in my opinion. Anyway the production quality on this submission is high, but I kinda balk at a craps game. I don't prefer how the special chips do a little flip side animation, they need some width to feel valuable, like a thickness to the token as it spins, just one more frame would sell it fine. I won the first level by just betting everything on 8, then I was like 'what the crap?' and then I realized why it's called craps. but seriously make something else, baltro works for different reasons, cards have different statistics than dice, you need to think about what this is, because it's kinda like a parody of balatro at the point I'm sorry to say, I would advise that you design a different statistical corpus and like, use something else besides craps, if I was willing to do this tutorial, then yeah you can use like any game you come up with it literally won't make a difference after like 5 minutes, nobody but serious gambling addicts probably could explain the rules of craps, but everyone could ballpark the rules of poker.
Also, consider using a different symbol for the gold money.
I got a high score of 12718, this game seems a lot easier than last time I played it, but the graphics have improved. I, at first, thought that the samurai guys died in one hit, but they can take at least one bullet, also the AI before was more aggressive, I think you may have lobotomized it too much.
Difficult lmao, harder than maybe it needs to be, dev level difficulty, and also maybe a health system could be more fun than one hit kills.
https://www.twitch.tv/videos/2291625307
Streamed this lasterday, got stuck at the soccer ball. I had some points in the stream, but to summarize, the escort aspect should be deemphasized, because you offer the player to repeat their steps and no puzzle I saw required both characters at once, which is faulty design because there are two characters.
This game is technically VERY impressive to me, but it seems like a disservice because I find the combat frustrating, getting stunned feels god-awful, and the enemies feel very strong to start. Also what the hell is going on? I figure I would know if I played far enough, but the paradox is that I'm so confused right off the bat I don't feel inclined to investigate, I just want to demand an answer.
-note, stamina gone noise would help
The music is good, got me boppin while commandin.
The first level is already moderately challenging for an RTS campaign.
The witch king seems to aggro and walk when attacked, not sure if there's a button to stop that, but it was spooky for a moment when he would turn around, and I would need to drop selection to snatch him from danger.
The mantis cloaking is a fun thing, I liked killing the dead-zone enemies with one mantis.
This game is really cool looking too, and I like the hexagonal system you have set up, the pathing feels better than on squares in my opinion.
Good work, I'll add to this comment if I see anything worth mentioning, back to command!