Quick bug report. There is a softlock present when you let Penelope take full control in the ghost ship bit. Its entirely possible to spirt away back to town using the anchor to body skill, and since Celica's ghost or the people she possesses cannot go to the treasure cave, or use the mirror to go to the ship, and confronting penelope on the ship is the only way to get your body back, it resulted in a full lockout that i had to reload
Yoyogabba
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A humdinger of a game you have here folks, music is superb, characters are superb, roleplay and all the little details i have noticed are superb. I posted a fairly lengthy review to you guys that gives a full breakdown of my thoughts. (i didn't want to flood the comments section since it was like 5 paragraphs)
All and all quite impressed for this being a free game!
Aaah, so it's not random, it always prioritizes you unless your out of range. I will keep that in mind then, thank you again!
Did not realize their were different brains for each sprout, that is really cool!
Thanks for answering everything, that is all!
PS. take as much time as you need with v9, I want it to be an absolute banger cherry on an already amazing game : D I'll be looking forward to whatever you put out next (I literally just discovered your games this week and im a huge fan now) : 3 take care ❤️
I did NOT know you could right click on an enemy. that knowledge makes everything much much better and removes the need for predictive attacks entirely anyway since i can see if they are in range of the quest objectives. i feel like a dummy for not trying that!
Though with the prediction, the objectives were more just a side thing. I mainly just wanted something that would show when an ally was gonna be targeted like the beetles and angels vs you, as sometimes they will attack them, and sometimes they won't. But it's random when they will and when they won't. Making them fairly unreliable. Maybe having an icon that shows what has aggro for the turn would work better for what im thinking, for example like you throw a beetle and there's an icon on the enemy that changes from like a face to a item to show what it targets for that round. Just shower thoughts of course, maybe that's how you wanted it as a possilbe balancing thing.
Nice to hear you at least considered drop notifications. I do agree with your reasoning on why they wouldn't work. It's mainly bomb sprouts and vacuums i have issues with in regards to that, but i can't think of anything that would help specifically with those two beyond adding a 1 turn fuse to the bombs, and it doesn't seem like you'd want to do that.
In any case, thanks for getting back to me and providing your thoughts! : )
This game is fantastic in a lot of regards, but I must stress something super important that i feel MUST be added. In "Into the Breach" (great game to pick inspiration from! : D) you are warned super far in advance after the enemies turn where the enemy will spawn from. I feel like this game desperately needs that. All too often i'll think im safe only for two grouped bomb sprouts to drop on my head and me to be able to do nothing about them, leading to extremely unfair damage.
Another indicator you should think about adding from "Into the Breach" is what the enemies move is going to be and what it's next target is. Bag of beetles can be next to useless sometimes when the enemy just decides to ignore them. and I don't realize they have, so i just die. I think having these two things would go a long way to make it feel more like strategy and a lot less like luck. Failing quests just because an enemy decides to shoot the thing your protecting from an angle you didn't know it was coming from just feels bad.
Other than that, keep on trucking. my favorite game of yours so far!