Appreciate it!
frocco
Recent community posts
Hey there - I finally had time to go back to the updated game (v3.4).
The bumped up difficulty is great and really gives the game a more strategic and high stakes vibe.
Ran into a bug though: a volcano erupted right beside me. I was standing in a forest tile. When the forest caught fire - and me too - the game crashed and became unresponsive.
Hey Brett. I've been a huge fan of your games and design for quite some time, so first off, thanks for making them with such care and passion!
I'm wondering if would be willing to add your two other "classics" to Itch: Solar Settlers and Axes and Acres?
Why I'd like it: I am not planning on going back to using Steam for various reasons (my Mac is way too old to run it, not a fan of DRM, don't like that it promotes an environment of constant game buying).
I've heard several others in your Discord would be super into buying your games on itch too. I'm sure we would all be happy with them as-is, even if updates trickle through slower and online capabilities are turned off.
Anyway, something to consider as I think the upload effort would be small but there might actually be quite a bit of lurking interest. I'd be happy to promote the games too.
Just like with Brough's games, I think itch is a natural platform with a large overlap of interested audience.
Please consider this merely a kind provocation from a fan who is a happy owner of Militia on itch.
All the best!
Hey! Thanks so much for the response and effort.
I know you have looked into already, but as far as I know you can completely ignore all the stuff about signing / notarizing the app and needing Xcode and a Mac. I think you can just export normally and than Mac users will have to run the app unsigned, which is how most indie stuff is exported to Mac anyways.
Feel free to not bother with the hassle, but in case you do look into again, I think it can be much simpler!
If you ever end up building something, I'm happy to test. Cheers!
Like it very much! Expanding is always welcome but as is I think it's great already.
One issue I have is geysers seem a bit 'overpowered' in the sense that they create vast ocean spaces too quickly. I'm not sure but would assume you can exploit that with the sea abilities too.
Maybe limit the geyser spread a bit? For thought...
Looking forward to it.
By the way, have managed to get maybe 3-4 runs in since my last few comments, and the game balance is so good!
I've died quickly all times, which I think goes to show the danger level is great! Sprinting to the altar feels good too, and gives a sense of urgency I think was one of the few points missing before.
Hopefully will be able to play more soon!
Happy to keep this discussion going, and super happy that ideas are useful!
I'll be looking forward to the updates and playing this new version in the meantime!
Btw, agreed on your comment re not subtracting points. My main concern balance-wise there was to create a system where a player would not be able / incentivized to wander right (away from the VOID) endlessly, after fully upgrading, and achieve a highscore this way - even if slowly.
I think a good way to approach this problem would be: to calculate how much missing an altar should speed up the VOID, in a way so that a player, even with the best upgrades, cannot outrun the VOID for too long without going for altars. These parameters might also be good ways of 'defining' how long the average session goes on for.
Cheers!
Hey, was passing by to comment on update 3.0 (gave it a quick spin) and just saw 3.1 dropped. Exciting times - like the changes very much! Few of points to consider:
- Snake visually was bugged to me once (tile was all white) - was the only time I saw it
- I do like the idea of dangerous events being more common, which I see 3.1 has implemented
- The Geyser event is neat!
- Altar balance: Do they spawn more than 1 at a time? I think a key consideration to strategy is where the next altar is, especially if it's towards the left / VOID (vs. being on the right side). To make sure there are correct incentives score-wise for players to put themselves in danger to seek the altar, I think (a) the altars points should be much more significant than exploring points and (b) players should lose points AND be penalized by VOID closing in for letting altars be destroyed by the VOID or by other means (i.e. volcano, geyser). A UI note saying "the last altar was destroyed" would be nice. All these comments I think would work best if only 1 altar spawns at a time, with another one spawning if player either uses the altar or it is destroyed. And what this aims to do is make sure the endgame is about chasing altars dangerously, and not simply running from the VOID and slowly racking up points endlessly, with little challenge.
Anyways - sorry for the wall of text! Happy to hear what you think about the last point. I think it would really add to the 'balance' of high-scoring the game / making the "endgame" more interesting.
Congratulations again on the game and changes! Keeps getting better!