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After reading the Javascript source, I think I've come across a bug.

Line 770 of "mergingtest.game.en.js" currently reads as "character.host.cockplz1=2;".  This variable doesn't seem to actually exist ("character.sandbox.cockmeplz" was likely meant instead).  Additionally, it would make sense to either decrement this variable (to a minimum of zero) or to set this variable to zero here; otherwise, the code could, in certain cases, cause the host to be /more/ willing to accept a permanent CTF if the player were to ask the host to reverse the CTF and then ask to stay as a CTF just once.

Also, if you're looking to reduce the absurd essence costs for extreme harmony values, you may want to use something other than the Fibonacci sequence for scaling.  The Fibonacci sequence grows exponentially (i.e., about as fast as 2^n; see https://medium.com/@colosi/fibonacci-power-series-and-big-o-f90ca90f0995 ), so the output size will grow to very large values if you use the Fibonacci sequence.  Using squares (n^2), triangle numbers ( (n * (n+1))/2 ), cubes (n^3), or something else might bring about the level of scaling you want.

On a side note, it'd be a bit more immersive if a host with a target TF value of 100 (i.e., one that you've convinced to fully CTF you) would never choose to put the ring back on the player if the player's TF percentage is already at 100.  (Players in this situation who wanted to try and change back would first have to convince their host to let them do so.)

I haven't been keeeping track of comments in here! sorry!

This is actually a good idea. Makes sense after begging they shouldn't put it back on!