Hey I think I figured out the cause of the problem. I don't think it's an improper import of the JavaScript code, as I double-checked and made sure I imported everything correctly, and I still got the same problem as ungarmax. In line 89 of the JavaScript I believe the `config` should be capitalized to `Config`. Fixing it gets rid of all `[tw-user-script-0]` error pop-ups I got.
cerealwaterfork
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Thanks for playing. I think this is the best in the series as well, glad you enjoyed it.
The final boss fight wasn't supposed to be that hard, there are multiple ways to deal with the boss's seemingly unfair attacks. Crown of Thorns reflects all physical damage, and you can also deal with the telegraphed attacks by guarding and lowering the boss's ATK. There's also other defensive options like Shield of Valor, Hexproof Chant, etc. Also there are items to buff or debuff units if you don't have access to buff or debuff skills for some reason.
This is actually RPG Maker MZ. I could have used the leveling plugin but for some reason I thought I didn't need it. I should have used it after all. I didn't think it was too annoying because I didn't use the knife that often
Hey thanks for playing! The knife actually exists, though maybe a bit too obscure to find. If you go back to where the first guy you met, there will be a pool of blood. Inspect it a few times and you'll get the knife. I think the gacha system should have been tied to the monster drops somehow, because as you said its makes it less interesting to explore than the second game.
This was my first attempt at a longer game and it made me realize that longer games might not be really suited for game jams. I think jam games are better when they are short, polished experiences that showcase interesting mechanics. It's just easier for both the dev and players. This game was definitely too "bulky" to polish, and the gacha mechanic could use some more iterations to be more engaging. It's why my next entries are shorter games.
Even though you didn't finish it I'm still glad you gave it a try. Thanks again for reviewing the trilogy, hopefully it was a fun experience overall. If you decide to finish it, let me know how you liked it.
Hey thanks for going through my games. Yeah I can see how the mapping is rough here. This was made in around 2 weeks while I was learning the engine. Balance was definitely an issue due to deadline mostly and the warrior class didn't get any balancing pass.
For the dragon, you can skip the fight by presenting the correct items, and the answers can only be found if you finish the "hidden" Hagen quest and read through all the lore from the items you showed him, and also the clown items from the sewers.
It's a lore check to see if you have pieced everything together; there is a single, definitive timeline of events that occured from the summoning of the First Hero Lordred to you the player as the Fourth Hero being summoned to kill "Greven". For example the Greatshield of Victory lore (the last item on the Victory set you can only get by completing the Hagen quest) would tell you how Lordred is still alive.
The fight is doable, I did kill the dragon in my playtesting, but you have to minmax a bit with the essences and the offhand wand with Boost Defense.
I thought about revisiting this game but the project files were in an older laptop and I didn't make a backup unfortunately :(
Looking forward to your other playthroughs!
Thanks for playing. I'm glad you had fun! I was inspired by this recent Reuters investigation https://www.reuters.com/investigates/special-report/drugs-fentanyl-supplychain/
If you look up the paper I referenced in the credits, you really only need high school chemistry, maybe AP chem at most, to follow the steps from start to finish. It's why that drug has become such a problem today. The paper said following the steps will give you 13.44 grams of the drug with 40% purity, so about 5.3 grams of pure fent. But the lethal dose is 0.002 grams!!! And you can see in the investigation how ridiculously easy it is to get kilograms of the ingredients.
This game showcases the so-called "Gupta method" mentioned in the Reuters investigation--it's so easy you literally only need one pot to cook it (the extraction and recrystalization steps can't be done in a pot, but all you need is your basic chemistry lab equipment + supplies from a high school).
Fun fact: the ingredients in the shop that aren't needed for the puzzle are actually ingredients for the extraction and recrystalization steps, which are required to synthesize the HCl salt of fentanyl from the reaction mixture you get when you finish the puzzle. One of these ingredients is DCM, which is the solvent required in extraction, and the ingredient I noticed you were kinda confused whether to buy or not in your let's play. I omitted these steps from the game partially for brevity, and partially for, uh, legal reasons. (it bears repeating: I already modified the quantity and the stirring durations in the recipe, but you can't be too sure...)
The empty table in the left wing of the starting house was meant to have a separator funnel for the extraction steps, which is why you see there's nothing on it.
Thanks for playing.
My intention was that you can cast 1 Ascension, maybe 2 if you're lucky, but then your deck just runs out and you have to rely on desperate cards if you discarded your damage-dealing cards as well. I'm still not sure whether Ascension is balanced properly. Maybe I should have made it single-target
Thanks for playing. As you noticed, the game was built bottom-up/mechanics-first instead of top-down/lore-first, while also attempting to keep some of the item-description-lorebuilding feel from the first game.
I am glad to see the excitement of meeting new enemies, as that was the original intention. I initially planned for a more complex system where you can fuse souls with hearts, which means you cannot unequip souls once you fused it into a heart, but certain combination of heart and souls will transform the heart into a unique heart. However I figured it would be too complex to code and too complicated for a 1-hour game.
As for the motif, the core theme of Fate is still the same: "everything you do is ultimately meaningless, and the game was rigged from the start, but you press on anyway" (shamelessly borrowed from Dark Souls, I know--the goal is to induce that 'sinking feeling' when the credits roll.) Unlike Light, since Snow is designed to be lighter on the lore I tried a more direct-approach, narration-style ending at the end instead of leaving it up to the players to piece out everything themselves.
I am glad to see it was enjoyable, and again thanks for playing.
Thanks for playing. I am happy to see the intended difficulty spike worked, and the battles becoming easier as you get stronger and have more options. I hope the bosses were balanced as I didn't have much time to playtest them.
(At least I hope it would be better balanced than my previous jam entry, where the final boss was never playtested lol)
My personal strategy was wolf critical glass cannon + rose fairy healer/support with two gigatanks/support, human and stone knight.
I had a blast! Plot is simple but engaging, combat is well-balanced, and the dialogue is filled with gags from minute one. I loved the references too ("magic isn't real!"). It just oozes with SOUL and it's very faithful to the comedy Isekai genre.
Also I played the web version and I encountered no bugs/crashes