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One more thing, how the final composites will look after all players are defeated may differ greatly depending on who were final defeated opponents and which were replaced earlier.

It would be great if you could cycle which defeated opponents are "replaced"  and which are not, after winning (or losing) the game.

Additionally, this can depend even on the ordering of the opponents (both those last defeated and earlier added ones).

For example, I had 2 replaced opponents on the beach that share the same space, and depending on their original order when the game was set up one would always show in the alternate composite and the other in the main composite.

If this can be tweaked after winning or losing the game, in some way, that would be great.

There is a workaround with saving the game after winning and tweaking the save, but that is for advanced uses only.

(+1)

I tried to make it play out so that the replaced players are the ones who use their alternate spots first. So after they are replaced they move away from the table to make room for the new players, and now that is where they are hanging out.

It doesn't always quite play out that way if multiple people get replaced out of the same spot in a weird order. I think I might be able to tweak the replacement selection logic so that players replace other players in the exact same spot more often, which would lead to fewer of these situations.