This looks excellent! The right kind of remake, looking forward to seeing more if you manage to find a way
LeftEyesocketofFafner
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When I reflected on the use of the title, my mind went to "nuclear family", that old idea of human beings in set roles, and how the characters here seem outside of that belief but are still living and learning and relating, and who's to say you can't find love and stability that way, too, sooner or later? Sort of like, and this is where my mind went next, the atom, and how subatomic particles can be shared, can fly apart when greater forces intercede, new bonds might form later, often beyond their direct control.
Yeah, finishing art can be hard, but you did it. At 19! And comics aren't easy, either. The pile of incomplete stuff I made could probably reach Jupiter by now.
And no, I never went back to any of my reunions either...
The earnest notes at the end warmed my heart. Thank you for sharing this.
This is intriguing to me more than most narrative prompt style games I've seen. I think it's because its scenario is evocative but something I've not really heard of before in game form, and the situations suggested are compelling. Usually in prompt systems I often wonder why I'm not just writing something on my own but these situations listed all have sparks for me. It seems like just the right balance between an open setting and a specific situation to me
Was this the game that you referred to in the Bastionland podcast? Or were you planning on something else to mirror Pendragon (roll on a table to see what happens to your knight while he's off somewhere else, which may generate Secrets and erode Trust). Hmm...
Managed to get it again by giving the enforcer my last life token, the prompt to give him more disappeared this time, I used the corruption power and then I got caught in the loop. I give enough to the enforcer after dealing with Death, Death thinks I don't have any health tokens remaining and the loop repeats
Love it. Found a bug, though. Had a two slot expansion, when I was rewarded some coins. Enforcer comes to confiscate, says I know the drill in the dialog, but then keeps saying it over and over in an endless loop
Managed to break the loop using the corruption power for my character, which killed me (I think I used my last health initially to pay for something, so spending that put me below the enforcer's limit maybe?)
Although when I got past Death, the enforcer arrived, i got past him by dumping the excess, and then death returned as if I had no health, when I do... Endless loop until I accept Death. I feel a bit young for this :)
Also, token placement highlighting doesn't line up, sometimes I wind up having to put a token in a strange spot to get it to highlight so I can place it
Still loving the game, though :)
Was literally looking over that part in FMC last night and it did strike me as a bit odd, my immediate thought was to things like the parrying dagger. A weightier thing like a polearm wouldn't be able to parry a dagger too well when in close combat unless imagining the pole part being used to absorb the cut from the dagger. I guess on the opposite end, though, I find it hard to imagine daggers doing too well against a polearm. Once they get far enough apart the techniques are drastically different.
I see what might have happened, given the wording in Chainmail, but it does seem like the faster (lower classed) weapons get a chance to parry, originally, as you said. The problem here is, it seems odd that weapons with a higher class, with their pretty much sole advantage of attacking first in the initial engagement, seem to lose that advantage with this subsystem, given the language about "first blows" seeming to mean the first strike of the engagement. I feel like it makes sense if in close combat already, where both opponents could already reach each other, but the initial chance to hit should go to the character with more reach, I think. It does seem like it makes an exception for pikes, spears, and lances (but not polearms apparently): if there's a charge, then those weapons get priority in the first round, but I feel like I'd want to expand on this.
Combine this system with the generally rougher time lighter class weapons get versus most defensive types, though, maybe it evens out?
I'm glad you brought this up.
The Poker variant is by far my favorite of the ones I've tried so far, plenty of cool choices. Is it supposed to end with only a few cards that can't match? I would expect it to auto fail or auto play the cards to see if you got a final set of points.
The Eldritch one confused me a bit, I too often ran into combinations that stalled the game out, with no combinations possible, or attack combinations that were insufficient. Would having the other attack slots open help loosen it up a bit?
Council of secrets overwhelmed me, but maybe I need really go over the rules some more. Leaving the instructions froze the game, weirdly.
Very cool idea, I like the different decks that add to the mood of each. Would love a right-click card view for planning, and to get used to the difference between a covered IV and a covered IX, and check out the art. I guess that might not work for all games.
When you get enough of the size increases you get that same sound if it happens to be on the other side of the doorway. It slowly collisions its way back to you with the same bonking on the wall sound. Dunno if it sometimes resets to some default position outside the playfield or whatever. Good finds, hope there will be a new version since I like using the multi power up. Skipped taking those and made it to like level 11 or so before a legit death.
I imagine it's pretty hard to thread the needle of simulating PSX jank plus having soulsborne fidelity AND have challenge between those two that isn't about being glitch-punched into space by the Cleric Beast (though that was pretty funny). There might be a possibility of tweaks in the future, or I guess if the source gets released there will be plenty of potential for adjusting things.
Was thinking today that the walk button (ctrl for keyboard) might be good as a combination for transform without the menu. I'm not sure if transform is done this way to avoid other problems, but if it was just the lack of buttons, combining that with an attack sort of makes sense, especially for chaining.
If you're familiar with the general Soulsbourne formula then my guess here probably isn't right, but when you say that a puddle disappears on the death screen, you mean the specific one that was caused by the latest death, right? You're not talking about a prior death's puddle? And killing enemies not bringing it back, it's not a case of a specific enemy having the glowing eyes (or however it manifests in the game)?
It seems my only issues so far have been keyboard control related.
In a related problem to the leveling overlay issue where the keys aren't locked down (allowing you to attack), I haven't seen this reported yet: Weapon transformation from the pause screen doesn't seem to respond to the L1 equivalent key (at least for the threaded cane)
EDIT: Someone else found that the latter works if you instead use "E"
This game is an amazing accomplishment. Thank you!
My assumption is that the 12 inch movement is just to help cement a sense of scale (helping resolve the question" how far would a mausritter move in however long a round should be?") . Naturally if you wanted to lock things to a grid I imagine that would be OK, but it seems like you'd have a bit of work filling out the details.
I'd more look at it as a way to help imagine whether they could run to the other side of the book they had vaulted on before the cat reached them, that kind of thing.