No, just in itch. Dunno what e-ink is
bilalakil
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Got 1006 on my first try: https://imgur.com/a/GSu7aXM
EDIT: Now that I know how to play, I can't come close lol. Ignorance is bliss, apparently
I'd also love to get PWA support on itch. This could be as simple as adding an option to open the game in a dedicated tab instead of an iframe. I know this because the option to install an app appears if I open the zone link (that the iframe references) directly.
EDIT: Just realised what the challenge is here... The zone link changes each time a new version of the game is uploaded. That means an installed PWA will not link to newly uploaded versions o.O Hmm... And changing this behaviour is not straightforward, because currently the changing zone link gives us support for things like cache invalidation (which in the case of Unity WebGL can sometimes be quite finnicky otherwise).
Thanks for playing!
I tried something different (and complex) with armour this time around. Bear with me for the explanation 😅
- Armour is something like a separate life pool - let's call that pool durability. The armour stat actually represents a unit's maximum durability.
- While a unit has durability, it takes only 10% of hit damage to life, and 10% to durability - most of it is mitigated!
- The break stat directly damages durability to destroy it much faster, and the pierce stat allows more of your damage to bypass the effect of armour.
If you're interested in a (much) more detailed explanation 😛 The calculation has a few steps:
- The attacker's break stat directly damages the defender's durability, in full.
- The pierce percentage is then calculated. It's 100% if they don't have any durability left. Otherwise, it's a base of 10%, which scales up to 100% if you have 100% pierce from Spears.
- Then we deal with the non-pierced amount, if any: this damages the defender's durability, but 90% of this amount is mitigated by the armour!
- If the non-pierced amount is enough to deplete the defender's durability, any excess damage (pre-mitigation) will be added back to the pierced amount.
- And finally, the pierced amount is dealt to the defender's life.
Here's an example:
- Attempted hit damage = 100
- Break stat = 50
- Pierce stat = 50%
- Defender's remaining durability = 100 (too much for the Break stat to overcome on its own)
- Effective pierce = 10% + (50% of 90%) = 55%
- Non-pierced is everything left over = 45%
- Damage to durability = 50 (break) + 100 x 45% (non-pierced) x 10% (90% mitigated by armour) = 54
- Damage to life = 100 x 55% (effect pierce) = 55
Wow that's a lot of work packed into 48 hours! Very well done! I like the music and sounds, especially the ominous "uni" before the game starts haha, somehow seems so dystopian.
As for specific feedback:
- I didn't really notice the effect of holding for more points required - I ended up simply always holding to the full length.
- In terms of difficulty, blue was very hard, green and yellow were good and red was a tad easy.
- I like Mario Party and this kind of felt like that to me :P On that note, there'd have to be a lot more games to fill it in, otherwise it'll feel too repetitive playing the same mini-games time and again. 4 in 48 hours is pretty amazing though.
- I particularly liked the green mini-game, and the blue one (despite it being too hard) - the way they light up are just satisfying to me somehow.
- Maybe bugs (that you maybe already know about): green balls bounce wrong on the top and left sides of the screen; cats sometimes spamming sounds when the mini-game starts, probably because they're too close to each other?
- There are a lot of instructions to be communicated. Assuming users won't read into them like us, it might be worth copying Mario Party and having a "playground" before the actual mini-game starts, where they can learn by practicing.
- Losing the whole game because of losing 1 mini-game is probably too brutal haha
Great effort here - it's pretty incredible that you got so much done. All the best!