Huh, although what about people like the (now) God of Thieves? They have conversations (although we as the outer gods can't see their side of the conversation) and seem to have plans of their own. I'm also still curious about what "BTN" is short for!
thePalindrome
Recent community posts
Out of curiosity, is it just retconned in that someone possessed by an Outer God loses their memory and ceases to be their own person, or are people like Nikolai just special like that?
It's fun to go back to these [BTNverse] (not sure what that's short for) games to see how TWR has built on the lore
This was a ton of fun and I'm glad you made it for us!
I'm also glad chapter 3 wasn't too required, although thanks to some of the information picked up in a dev room, I might be able to just skip around until I find what I need!
Best of lucks to Shade's new adventure as a father (one that I'm *pretty* sure can't be resolved with overwhelming violence :P)
Pretty fun, although if you buy "Finally Broken" before bying "Branching Fractures" and "Extra Super Cycles" you badly gimp your progress, becoming suddenly unable to get more than one hypercycle per run (unless you want to spend hours on it)
What I'd probably suggest is making the first effect (Breaking the cycles) only work if you've bought the other upgrades
Honestly, a really fun point and click!
One thing I think this could really need is the ability to click on notes to have them red out in the chatlog (it was really hard to read some of the notes, so putting them in a standard font would be nice)
I'd also personally like some different conversations when you return to objects, or for it to just be quiet when there's nothing you can do with a given area.
Also, is it just me or did we just end up helping a sabateur infiltrate the area?
Honestly a pretty fun game that I'd love to see a level editor and stuff for!
I do have a few complaints, like how the peristalsis mechanic isn't really explained or even really used. It also is a bit of a shame that all the worms really just stop moving after the first few levels (presumably because the immune cells were behaving badly with it)
An interesting way of incorporating real-world tools into a hacking sim, although it comes off as really quite clunky!
Aside from the more-or-less expected prototype weirdness, it was frustrating at how command latency was based on how long terminal history was. Otherwise certainly worth checking out!
A bit of a shame all three of the dives are identical. It also seems bevy or at least window_wgi chokes on some controllers, kept panic!ing unwrapping an Err. Might be worth reporting:
thread 'main' panicked at 'called `Result::unwrap()` on an `Err` value: Error { code: HRESULT(0x80004002), message: "" }', C:\Users\alexe\.cargo\registry\src\github.com-1ecc6299db9ec823\gilrs-core-0.5.2\src\platform\windows_wgi\gamepad.rs:463:67
The game is really hard to play, with the barely-contrasting colors and the text that doesn't update properly (The shop prices dropped dramatically when I bought a few of them, and my currency text doesn't update when I buy things, only when I gain stuff afterwards), could certainly use a few tweaks to make it more playable!
I'd be interested to see what comes next, but for now it's just too difficult to do so!
As fun to play today as it was two and a half years ago!
Had a fun time collecting all the endings, too :P
Thanks for letting me hold E to rapidly skip messages, but the fact a few npcs have their default options kick you back or form an infinite loop is a bit of a pain. Here's to hoping the update is still happening, as well as whatever game you happen to make next!
Rather interesting, although the dual-skill recoveries get weird since it means that one skill can be slightly ahead of another (My leverage is 0.02 behind because I'd started it slightly before I got the leverage ability but I then stopped it to progress in other stuff). The Mechanical Right Arm should probably also still provide a Searching bonus, since I"m guessing the metal detector still works in it :P
Something seems to be misconfigured with this project:
Error The following features required to run Godot projects on the Web are missing: Cross Origin Isolation - Check web server configuration (send correct headers) SharedArrayBuffer - Check web server configuration (send correct headers)
I've not seen this with other godot projects (although I don't recall if any have been web), but something needs to be fixed it seems :P
you might look into how libraries like break_eternity.js work, since those are extensions of floating point numbers (that do things like make the exponent itself a double to expand the limit). It *is* also possible to do some extra math to recognize the disparity and correct for it, but certainly not something worth doing in a jam game :P