yes
Punkabooiscool
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Maybe, it overall is just a guess though, tried to use knowledge on biology to take a guess
It could work? But the bones allow for stability even when broken.. without bleeding in the area
So I'm unsure if the alien blood reason could work,
It's like if you break a tendon in a person's ankle, they can't walk without it.
Potentially the bone fracture is more like. A stress fracture? Not having broken the bone/snapped it, but caused enough damage to leave it extremely painful to attempt to support ones self on it?
Question.. what happens if you give your character a very low dosage of say.. brain-grow / mind wipe? if its a very low dosage it shouldn't have enough to do much, its just.. a thought at least
[edit] Example, giving your character 1mg of mindwipe when the dose is 20mg, or 1 mg of brain grow when it is the same, would it just be.. like brain grow but different? a different side effect?
OK! idea for a lore thing involving the game
the experiment can carry items on their back because of back spines, they can get the item jammed onto it like hooks, making to stay attached via that.
would explain how the bags and all that stay on, could even add it as a limb health bit, connected to the spine , it takes damage when landing on the section, making it unusable when the skin / muscle health is too low due to the area being compromised.. maybe
New thing I found, you can mix the fluids in the drink containers, [ if you for example water down apple juice with water, mix both together you can make a container with a fluid that hydrates, and improves mood for longer overall, it should overall help decently.
... Landmines are still an instant run killer due to the minigames required
Hello! The update is great, but I think I may have some recommendations if possible...
Is it possible to in some way keep the old crafting system to a degree? So, you can pick what items you wish to craft together rather than the items being randomly selected out of your total supply. [ The way you have it set up is good, but the old system felt more intuitive, cleaner. especially because you can use your previous knowledge to your advantage and be able to make items as needed as long as you have the materials, rather than needing a level of RNG to get to the next intelligence level to gain access.]
Potentially... it can use the original system, but add in the new items with their own respective combinations?
The mini games are also great! but it may be beneficial to... speed up some of them, for example. allow players to pull out the glass shards when you step on them by hand faster but have to use more bandages as a result [ due to increased bleeding] and a slight speed on the bandage minigame so skill in the cursor movement could increase the rate that you can stop bleeding. Other than these two, the concepts and systems are great! these two just need some touch-up's / alterations to keep it so that it's possible to handle multiple injuries quickly, but with more downsides. [ somewhat like the version before this comment was posted]
[Shortened]
If possible, please bring back the old crafting U.I for the given system, the new items are great! but the new system is noticeably... less intuitive
The minigames for the shards for wounds, and bandaging wounds, may benefit from being able to go faster on pace, because with what I have tested/ found... the shrapnel minigame is overwhelmingly punishing]
Finally, it may be a good idea to keep the ability to make things you yourself memorized, rather than relying on the Intelligence stat going upwards, similar to the old U.I., Other than those... the endurance and strength work well and for what i can guess, as intended.
Hopefully this Comment helped improve the game to some degree! or the recommendations are helpful in improving the work given into it so far! [these are just some constructive criticisms, you have made a great game for what I have seen, and I hope you can keep moving forward in a great mood knowing that your effort is showing success in the now]