Great game! And, I was finally able to beat it! Probably the single best improvement is the ability to see where my torpedoes are going.
jdunlap
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I can confirm that the new config file does indeed work, but only after a user edits the one that you provided. A had an issue that before I edited the one that you provided, "folder" would open "My Documents", but I could not see any files PQ93 or otherwise in that folder using "ls". However, once I changed the config file to point to the "proper" place, it worked as expected. This behavior is likely occurring because the example config file provided contains a directory that does not exist. Perhaps using "c:\" as the default would be better? Or, at least, use something like "c:\ProgramData\pq93" and create that directory in code if it does not exist.
Otherwise, enjoying it so far!
I have not seen that behavior. It also does not make sense to me. Maybe I will see it some day and can figure it out.
Armies do not move at different speeds. All armies move 5 hexes per turn. However, which army moves next is randomly chosen with all armies with a move left being included in the choice. This gives an illusion of moving at a different speed, but they all move the same number of spaces per turn.
The levy of each castle determines how many men spawn at each castle. IF you allow the game to balance the map before starting or play a random map, every player castle can have a levy between 9 and 12. Rebels are something like 3-9 off the top of my head. This levy and the start garrison can also be set in the map editor, but I strongly recommend letting the game balance it.
Thanks for playing and for the feedback!
Okay. Thanks for the response and reproduction steps. I was able to reproduce that issue very easily. It was something that we had not tried as we had all play tested several iterations. It also only required two changes. I know that I cannot upload a new version to the jam, but if anyone wants to play it the way that it was intended, it can be found here.
It is a terrible issue as it will ALWAYS cause an integer overflow once you take a castle and add the levy of the castle to the now garrison maximum integer value and will wrap around making it impossible for you to defend the castle as Noyemi quickly discovered. Thanks for that!
This is an issue that I have not been able to reproduce. I understand why (from my code) you would be getting numbers at the bounds of 32-bit signed integers, but it just should not be possible, and I have not been able to do it. My kids (they are my play testers) and I played the game multiple times on different computers and have not been able to recreate this issue. Were you playing a built-in map or a random one?
Thanks for playing and for the feedback!
I have not run in to that. The game runs at a fixed 1920x1080 resolution in fullscreen. I will assume that you are capable of running at that. I did not implement other resolutions as I would then have to scale the mouse pointer to the appropriate coordinates and was focused on other pieces instead. Additional resolutions and fullscreen/windowed would obviously be future improvements.
Thanks for trying!
First, awesome music track! This was an enjoyable game that reminded me of one of my favorite Atari 2600 games, Megamania! At least, at first it did, and then it got better. And then I met the tracking bugs. I felt that if Bob was able to move a little faster, then I would have been okay, but once I missed some of the tracking bugs, it was game over. Great entry!
I liked this, it was a very good start. I did notice some issues, though. There were many objects that it would not let me pick up even though I could pick up the same types of object elsewhere. Sticks and mushrooms were the biggest culprits. When I would right-click on some of them, it would just tell me that I "can't remove the ground". Also, when using a tree or stump, it places the object back down in an upright position, even right through a furnace, which makes no sense. Finally, when you exit the crafting menu, the game does not return to mouselook mode. You have to click first. Automatically switching would be more useful. Overall, though, I enjoyed my time in the world.
Please work on music. The runner part seems broken. At the beginning, I always had a large gap that I did not have enough speed to jump over, and it wasn't my skill. I would wait until I was about to fall to jump and then still be short by at least half of the board.
Having said that, I did really enjoy the racing mode. Plus for two modes, and AI, and an unlock!