oh, no no, we are moving release to Q2-Q3. We definitely need more time :D. Will announce that at the end of this month.
uzabiart
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My guess is this:
First #4 changed #7 into Baker and then #8 changed #7 into Baker again. So #7 was changed twice. Baker says his last role -> so since on 2nd swap he was already Baker he said his last role, which was in fact a Baker -> instead of his original role, cuz he was swapped by the first Baker xd
Thanks for the feedback!
I also think that some, very difficult levels are way too dependent on luck. The balance is being worked on and should be improved. Ideally the game rounds should never be unsolvable and failing should be 100% dependent on the player actions.
Also many Quality of Life improvements are coming :D.
Thanks :D!
I want every round to be 100% solvable. That said, most setups will likely require at least one execution to eliminate certain “worlds” and narrow things down. That’s why we currently include one free execution per round.
My goal is to avoid situations where the round remains unsolvable even after using that execution.
Still, I will play around with that concept, and some rounds might have different mechanics depending on the demon. But overall, I see the free execution as a strategic tool, much like in BoTC when we execute good characters to eliminate sone scenarios.
Thank you for your feedback, I am definitely aiming to fix most of the confusion and spelling in the game so will take it all into consideration.
1 health pool per run is a good call. Currently I wanted to give at least 1 safe kill per round without much drawback and treat it more as a '1 confirmation' per round which is useful or needed in difficult levels. But main mode could be redesigned to fit a health pool that is persistent through out a run, and you are right, kills would be more meaningful then. I am looking into that.
Currently lies can sometimes be obvious for some characters, thats true, I will update it so it will not be that obvious.
The Knitter counts in pairs mostly (Unless there are only 2 Evils adjacent to each other). I need to update its description probably. If there are 4 next to each other he could say '4 adjacent Evil', if there are like 2 pairs he could then say '2 pairs of Evil'. But if there are 3 next to each other and a pair somewhere, it would be difficult to describe, something like '3 adjacent Evil and a pair' (would also be strong?) or just '5 adjacent Evil'? Maybe if all are in a row he then says '4 adjacent', otherwise he will speak in 'pairs'~.
Hm, either way, will update something about Knitter, he can be confusing
Thanks!
I will unlock Advanced mode next update, it will have all current characters and more scenarios. Basically all hell let loose~.
I also love hard puzzles so having a way to play very hard challenges is also a must for me :D!
And you are right the last level in standard mode should also be very hard, I will probably revert Pooka to previous form.
I also am not sure about new Saint tho, seems quite strong when we also have a Confessor around. Will see.
Glad you liked the game and thanks for feedback!
1. That is true, Puppeteer turns a random adjacent Villager into a Puppet. Currently Confessor always says 'I Lie' if he is either Evil or Poisoned. So as a Puppet, even if he must be truthful he will tell you 'I Lie' cuz he is Evil. His description and ability will be fixed in todays update.
2.Baron changes an adjacent Villager into a specific random Outcast that is not currently in the village yet. So it will change a character into one of these: Drunk, Doppelganger, Plague Doctor, Saint etc.. Also there can not be duplicates of Outcasts in the Village, if there are, it means one of them is Evil. And yes if he turns an Alchemist, the Alchemist 'curing' ability will not trigger and his role will be changed.
3. The Baker (if not Poisoned and not Evil) should always duplicate into another unrevealed character. If he gets duplicated into a Poisoned character he will stop duplicating. I will check him again, maybe there are some edge case issues with him, but he should always copy.
4. Good idea!
5. This will be added in the next update, that is a constant complain :D
6. This is being worked on as well :D!
Thank you!
Currently bluffing/lying jester will say a random number that is not true. So if jester picked 2 Evil, he will say a random number out of 0, 1 or 3. etc.
In one of the future updates there will be a panel in game explaining every character ability for different cases like Poisoned or Evil etc.
