- Dec 10, 2021
- 18
- 28
Thanks I'll take a look immediatelystuck at the mine battle after the MC shouts Cheap, come at me. it doesn't continue
Found the issue, will post a patched version link in the discordstuck at the mine battle after the MC shouts Cheap, come at me. it doesn't continue
My latest save didn't work. but I managed to get a save from just slightly before it to work. So I was actually able to import my v0.03 save0.0.4
SAVES FROM EARLIER BUILDS DON'T WORK
For now they're still images, I'd like to animate the game more,Is this still images or animated?
I've updated the patch link to fix that just now, but it goes to the end of the build after that,Another freeze bug right after trisha says sorry boss ill be sure to send only female golbins in the future
Thank you!suggestions from playing v0.04 (neutral mercenary path)
You don't have permission to view the spoiler content. Log in or register now.I see the ambition and potential in this project, and I think you have a great product in your hands if you can pull it off. Best of luck going forward!You don't have permission to view the spoiler content. Log in or register now.
iirc the intro fight consists of ~7 rounds, separated between two functionally identical consecutive battles. I would say using the same basic card 7 times in a low-risk environment is the opposite of overwhelming. If you don't want to create a dedicated deck for the intro, I would suggest shortening the first fight to 2 rounds max, then maybe introducing 1-2 more cards for the second fight as the dark lord "gets a bit more serious".I wanted to have just 1 card in the starting portion as to not overwhelm the player and slowly add more cards throughout.
Mechanically, I don't doubt that some players will appreciate shaving the boss's hp off a bit after a loss, especially if it's a close loss influenced by bad draw RNG. However, it also makes the revenge less sweet since the boss isn't at their max power, so to speak.And the hp changing thing, I thought it'd make it a bit more interesting, though from a player's perspective it might just only seem unfair you're right yeah.
That's one the changes I'm adding thanks to your earlier feedback, it's really helpful to get more insight from someone else's perspective. Especially when you're so detailed about it haha.I would suggest shortening the first fight to 2 rounds max, then maybe introducing 1-2 more cards for the second fight as the dark lord "gets a bit more serious".
Oh? it seems our dear bobo the writer did not check his lines.noticed a tiny error in the dialogue:
What do you mean by whole clicking on things?Couldn't find a "show deck" button, whole clicking on things is clunky (and it won't get better without rehauling default UI and I recommend against it as it's a horrible timesink).
Hmm, tried combat again with fast speed, it feels much better this way. I wasn't paying attention when I played last time, then, sorry. Buttons are getting highlighted (excepted for fast combat button), click happens on mouse button up - so, it's rather good mechanically. On normal speed combat feels way worse, though. It always waits for animation to finish, and all animations, including cards, are slower on top of waiting for animation finish. AI waits after it's turn is done for too long as well, but on fast speed it's basically instantenous.What do you mean by whole clicking on things?
Could you elaborate on what part feels clunky, cus I agree that some parts need to be smoothed out. But I'd like to know ur opinion on what in particular.