Oh really? Which platform Windows or Linux?
ElGatoPanzon
Creator of
Recent community posts
The randomised tile placement is a fun mechanic which leads to an addictive game loop.
However, it also leads to this situation where I had nothing but trees for many tiles in a row, filled up all the spaces with trees, and got game over with almost no score.
Perhaps a way to make the chosen tiles play nicely with the current placed tiles? Because in this case there was nothing I was able to do correctly with only trees, with no possible places to connect 3 trees together. I guess I was unlucky for the whole map though.
I really like this game! Just a few things to point out with my playthrough:
- The audio feels like it’s missing on the low-end. Not sure if this was a stylised choice?
- There seemed to be a UI glitch when I was on the level “The Moon”, where the bosses health wouldn’t go down and then suddenly it was almost all gone, then unfortunately died
The whole “glitched” theme is very cool and I love the special glitched attacks and class changes!
Thanks very much! The font was certainly a challenge indeed. I originally had a slightly larger one but it mean’t less words on screen. I ended up opting for this slightly smaller one as a result. Definitely difficult thing to master at such a small resolution.
Regarding the AI actions, yes, there was originally a script in place to call out which action was used and by who. But for some reason it would report the action 2 times and I ended up removing it just in favor of having it not be buggy. Definitely it is needed though to improve the flow of the battle.
Also agree that the camera jumping around happens too fast. In the next version (working on a full game!) the camera will move slower towards it’s targets instead of instantly jumping there.
Thanks again for playing it and glad you enjoyed the petting feature!
Thank you so so much for playing! I worked hard on the game to deliver all of these things on time and it was tough. I am glad I got there, though!
The bug you mentioned I just found it and fixed it. Turns out it was created by a bug fix I did previously a few days ago where the game would soft-lock after the first level. However upon fixing that one with a very quick patch, turns out it created this one that you mentioned. I have now fixed both bugs, and tested that playing to the 2nd level does not trigger the dialog a 2nd time. I hope this fix does not create a 3rd bug now haha.
Feel free to play again and if you use the continue option you should start on the 2nd level already! Just not that selecting new game erases the save automatically.
I plan to also make this game into a full version with re-written engine, avoiding some of the stat bugs which cause bugs like this one.
Thanks again!
The art style and colour choice is nice, but the sprite work needs to be adjusted to the resolution they are being rendered at. The outline of the player is lost during gameplay popping in and out.
I found it rather hard to control too, mostly because without seeing the cursor I was constantly overshooting the browser window and clicking outside the game window, causing me to die all the time!
A shame because I would have liked to play more of it, perhaps offer a windows downloadable?
Thanks so much, I enjoyed watching your progress too.
It’s unfortunate that you ran into this bug. There is a race condition bug specifically affecting on-death scripts. It throws the game into a map finished state but sometimes if there’s a fraction of a script still running then it never calls the on-death script, which is actually responsible for restarting the level as well. And it will just hang.
I’d like to remake the game into a full game and fix all the bugs!
Thank you very much!
Yes the enemy petting mechanic needs a little bit of tweaking. I believe the chances are too high and there’s no difference between petting enemies than allies when they are both at 1 affinity.
In the future version I will include visually the “affinity chains” concept which you will be able to study at the start of each map. Essentially: Unit A (non-affiliated ally) is recruit-able, it also has high affinity with one of the enemy unit B. So you would first recruit A, then use A to recruit B. Or the hard way, try to recruit B with someone else and have a harder time doing it. In this case harder time = more map turns which in a harder map is valuable time lost.
Thanks! Yea the menu was too long for the screen in the end and I had to remove the Scratch attack from the menu in order to see the descriptions of the actions below. Even now they cut a tiny bit. I’d also put more button mappings on things like Range, so I could remove the Range option from the menu and replace with Attack instead for faster access!
A tip to get through any of the levels would be to wait until the timer reaches 00:10, then the locations to drop plants and grow them start to flash. One thing which also might not be obvious is that plants need to be covered 2 times to fully grow. That’s one of the “multiple applications” limit in use.
Thanks for taking the time to check it out!
Yes I think that not being able to shoot with the inventory open was a little confusing, I forgot it was opened since the game doesn’t block movement or anything with it open or closed. Perhaps if it was opened all the time and allowed shooting it would be more clear that you can’t shoot while having it open.