Oh no! Sorry to hear that. I've experimented with save/continue but haven't found a way to carry over status effects yet. This was more aimed at being able to stop playing and come back to where you were, not necessarily a checkpoint system. I'll have to play around with that use case to see if it's possible as well. What difficulty were you attempting? Sorry for the delayed response. Thanks for playing again!
En Moiety
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You're right about there not being clear instructions on how to do things. Definitely something I need to improve.
If the item you're referring to was the first room of the tutorial, would it have been better to have more precise instructions as far as moving to the right tile and then pointing out how a new action was added by standing next to the rusty can? Sorry if I'm assuming the wrong thing. Just want to make sure I understand where it's falling short.
And I think need to figure out a place to include a stated objective for each level that can be referenced anytime and will update when it changes. That needs to be in more than just character dialog and should display on screen when it changes just like it does at the start. No reason to leave someone guessing what they should do next.
Thanks playing and for the feedback!
Thank you so much for the feedback. This is awesome!
- Nice catch with that Ring Gust bug. When this had no valid movements to apply, it returned without sending notification that the ability had been applied (without effect). Fixed for the next update.
- The damage variance is simply random -1, +0, or +1 to add some uncertainty. I've been thinking it would be nice to tie this into a Luck stat for units so that lucky units have a higher chance to do more damage and unlucky units to do less. For now, the UI might benefit from making this seem more like an estimate so added a "~" prefix to the amount. This too will go out with the next update.
- I agree these descriptions were lacking. Revised these to include more info about their effects. In for the next update.
- I've been thinking the same thing about the grid. Every skirmish test I run I end up using the cursor to count tiles. Just need to work on some new texture assets.
- More skirmish maps and custom squads are things I'm working toward for the full game. Skirmish is pretty barebones right now, but I do see the same potential for replayability with providing lots of customization.
- I'm unsure about modding support. I like the idea, but it seems like a lot of work to get there. Something I'll keep in mind though as I work on more of the skirmish features.
Thanks again for taking your time to write this up! It's super helpful.
Darn, looks like I forgot to change the timing of ability movements. Hopefully you can see a difference in speed from using the standard Move action. That grappling hook-like movement uses a different type and I missed that one. Will be fixed in the next release. Need to fix that half second delay after the ability movement as well. Thanks for reporting that!