This one was a lot of fun
Draco18s
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This was the best I could do:
With an alternative way of moving one block out of the way:
Both of the yellow blocks here don't block any other block from moving (upper left one: entirely, you don't need to interact with it at all and it could be gray. lower right one: only in some positions including its initial position, it could be blue).
Not often I run across recursive games that do things well.
Unfortunately I got stuck on the first puzzle. The yellow piece I decided to attack as it was the one that looked like it would give me a progression path I couldn't complete. Two of its yellow bricks would do nothing and while I removed the third just fine, I still couldn't get the red block past the last vertical blue piece.
Very nifty, although I managed to get the human stuck with the horn (the intended path out was too tricky on the third jump, the space was too narrow) so I tried to progress without her hoping I'd find a solution. Ended up getting the three so far separated that I couldn't get them back together again.
I jettisoned 50 colonists to escape a black hole, then found 13 stowaways.
Upon founding a colony they erected a memorial to the 37 that didn't make it. Excuse me? 37? I most definitely dropped 50 corpsicles into a black hole. ALL OF THEIR NAMES BELONG ON THAT WALL.
(Also, how do you die in a building collapse on a low gravity world? Actually, scratch that, how does a building even collapse in this situation?)
Fly blind,* shut down,* fly through the protoplanetary disc, eject the malfunctioning probe, send an interspecies message, eject people to escape the black hole, don't change course for the sensor malfunction. I'll also always move on if any planet condition is red unless there's sentient aliens (then it's kind of a toss-up, biasing towards finding new endings).
After that, anything that threatens the crew is dealt with in the least-lethal way possible (shut down the rogue program, kill the dictator, make a hab for the premature awakenings, etc).
I will also always avoid damage to the landing gear over anything else, followed by database (science higher priority than culture, unless the difference is greater than 20), then construction equipment. Non-perfect landing gear means you take damage to everything else upon landing. Non-perfect construction equipment results in post-landing fatalities for each non-ideal condition. Yes, I prioritize the landing gear and construction equipment over the colonists due to the fact that it's a net-gain in post-landing population (hell yes I'll let 120 colonists die to the micrometeorite, 20% damage to the landing gear is easily 200 dead on/after landing).
*Unless the guaranteed damage is on a sensor and that sensor is healthier than average and I've already taken damage (that is, I'll always fly blind if its the first time I've seen the event).
Gonna start with this one. They named it Eden.
https://cdn.discordapp.com/attachments/870341956734169158/1190570027569647726/im...
Dangerous Animals is probably the biggest killer post-landing in the game aside from No Water or High Gravity.
https://cdn.discordapp.com/attachments/870341956734169158/1190571979212865596/im...
I haven't had any good-outcomes with natives yet. Only times I've run across industrial-or-later natives, my remaining colonists die post-landing. It's usually a not-so-great planet (eg. Trace water, but everything else is good, or I have damaged construction systems) or my colonists wipe out the bronze age civ in a brutal war.
Car definitely does not have enough horses under the hood. Everything felt sluggish and unresponsive and I never felt like I was chasing down people that were driving too fast, just sorta rolling around an empty city with my siren on running the handful of cars that DO exist off the road (crashing into them counted).
Presentation and art is great, but the game is a little on the weak side.
You had a similar base concept as I did, but condensed it down to a simple 30-60 second experience.
The only real complaint I have is that the attacks I had weren't actually numbered, so I had to just mash keys to activate the ones that were off cooldown.
Hilarious, but you can spawn new pins literally anywhere and if you spawn them up at the top you can sometimes get the bowling balls to fly, making it very hard for them to knock pins off.
Also, any pins that fall off the side due to physics while setting up pins doesn't cause your needed pins count to go up (so, actively harmful to yourself with no recovery).
Yup yup, the bow. There was no error message from the game, it died with the dump report and that was it.
Other items: Preserver, Belt of Balance, Moonstone Essence. Oh and demonologist iirc.
None of which shouldn't have impacted anything, as far as I know.
It was right at the end of a wave, though, last enemy (except the cosmic horror) dead. So it might've been an issue of timing between changing waves and dealing damage to the horror.
I blew it up again!
Pretty sure this'll be useless, but... https://pastebin.com/CFvCCh0i
Game crashed because I rapidly clicked "next turn" while some piercing damage cascade was going on. I meant to grab a screenshot, but didn't realize closing the stack dump window would make the game window also vanish. Was on Frozen Horror (Hard), should have resolved just fine, I think I just clicked next turn (maybe double-clicked?) as it was chaining that piercing damage.
Adding the Shapeshifter to this (Hard Sun Monestary). Ran across a pair of shapeshifters (I think it's the 3rd wave?) that BOTH had "damage cap 1" as their mutation and starting stats of 4/7 (I don't recall which was attack at the time, I think they were both 7 attack and 4 hp) and I only had three dice. There was no way to kill one and hp-tank the other, or have enough shield. Even with captured specters and a Sacrifice ability I don't think that fight was possible.
Damage cap of 2 or 3 would be more reasonable.
I figured it out and I hate it. There's nothing about the sequence given that indicates that if you make Kong act sooner the helicopter crashes into him. There's a visual hint as you're moving his timewidget around, but I am not sure what that visual element *is.*
(Also, it might be relative to the clouds, I'm not really sure)
Yeah, I definitely agree on all points.
I kinda ran out of ideas that I could easily see a good way to design a puzzle element (the only one I didn't try to pursue was just a variant of the crate, except it didn't rotate, and I couldn't figure out what kind of object that would be). Visual effects as a result of hitting the ghost is a good idea, I hadn't thought of it (then again, the explody ones explode and the crates freeze, and anything that dies has their ghost fade out, so it hadn't really occurred to me--related, the blue barrel's audio clip has a tone-shift).
After picking up quite a few gossip entries with Scarlet, while waiting on the beaver to make something special, I was exhausting those options. Any time a new one got added it would put "new" next to a grayed out entry. Selecting a different item in the list (pressing up or down once, I guess that refreshes the gui) would fix it, just thought I'd mention it.