Filled the bottles, let in the plastic indicator, but when the game told me it had ended I pressed shift and noticed that the void, far from remaking the world, had remade pretty much just the doormat area. Unfortunately you can't walk while zoomed out so that's still the end.
xyncht
Recent community posts
The guide is telling me to light a lantern in the deep and there's another npc who wants me to kill the king of beasts, but I can't seem to figure out how to get to the depths. There's what looks like a zone exit to the right of the latter npc but nothing happens when attempting to walk through it, and the fog wall to the left is presumably full-game content. There's also what looks like an elevator outside the lower village entrance, but that's presumably enabled later.
Did it. It was quite fun! Normally these puzzles are quite easy but this one required a bit of thought-- it took me approximately 2 hours with a significant break between the first and second hour. No guessing was required, which was surprising given how the map's instructions were phrased.
Specifically, not knowing the direction the path was walked in, not knowing if the route passed through the central star multiple times, and not knowing if after/before meant immediately after or if intervening elements were permitted all seem to have been intentional and the required assumptions can be found by deduction as they are the only set (at least the only set that seemed remotely plausible to me) that permits any solution and they permit exactly one.
Got all the fruits. The controls were fun and reminiscent of Sylvie Miniature, which I also enjoyed. It seems like not being a murderer makes the game much easier, but I'm not a murderer so I guess I won't find out D:
The double jump was fun. I didn't find flight until I beat the game, but it makes sense. I found wall hang and ground pound on my own. Not sure how to summon the kitten, but maybe I can't since I didn't kill anybody. I tried the combo on both sides of the pyramid, I think.
The wall climb seemed kinda silly to me because you can pretty much just jump or warp, but maybe if you lose abilities it is good.
Dude, congrats, I think that's all of them. You can butterfly a lot more rooms, though. I hope when the game comes out it has at least some content that is this difficult. I still haven't managed to save after getting the one stone that is the lowest on the left (1,7 iirc). Just making the jumps once is so hard!
Came back and agree. It's fun that each house has something different, though, and treating them like different difficulties is fine. I think my main thing with Greenpetal is that their hero isn't a named character and doesn't benefit from Holly's Blessing nearly so much as the rest of their cards, but considering the timescale this was made in, that's a very minor gripe. I think the art is great, btw! It is very fun.
I found the lost city only weeks before the year was up, after scouring the entire map it was in the last patch of darkness big enough to reasonably have an island (at least 3x3). Got hundreds of food, water, crew, and even ~200 treasure, though. Game is fun but could use some polish and maybe some more content.
Works with firefox on my friend's computer too. Not sure what's wrong with mine. Couldn't get it to work but it works fine on the other site so it's not too big a problem. Game loads but doesn't repond to mouse or keyboard, including with shift click. Right clicking lets me open up a picture of the title screen as an image.
Beat the Ex-boss fight first try via explosive crystals. Game is fun. Probably need more water cards to exist-- I only encountered water dragon. I don't know how drowning is supposed to work, but enemies seem happy to run into pond spaces and stand there, and knocking them into ponds doesn't seem to do anything special.
I enjoyed 100%ing the game, but I spent another 30 minutes after 100% trying to figure out how to get to the green icon that appears in the top left of the screen when opening the map with the compass (at least in Act 3) and my idea there was something I was missing was bolstered by finding large stone walls descending from the sky very far to either side of the tower, but I think that is a screen-scroll glitch. Anyhow, quite fun, thanks for making this.
A small balancing suggestion: although number of packs assigned is generally a good proxy for balance, sometimes certain combos slip through that really don't need any support and just win the game themselves. For example, metallic entity and sage of alchemy (which are in the same pack, which makes sense) let you play a 16/16 reliably on turn 6 that negates and powers-up from ongoing counter effects (silence, freeze, aimed). This is too powerful, but the balance system will insist that lightning is drastically underpowered even as you cruise through all opposition with your two-card combo. Some method to detect overly efficient combos (at least when used by the director) and reward them for banning them or punish them for leaving them unbannedwould be good in the full version, if it is possible. I get that it might not be possible because detecting when that is occuring might be too hard ^^;