With Sudoku there's somewhat of an agreed tier list of techniques. A harder puzzle will usually require more/harder techniques to solve, but yeah it varies a lot and it's hard to make good difficulty algorithmic.
PhilBlank
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Fun game, ended up playing it all the way through after taking some breaks. A few items of feedback:
1. Sometimes right clicking would place my X and then immediately remove it. It seems the input may be firing twice?
2. Even if you mark a spot as X, you can still click on it like normal.
3. It'd be nice to be able to hover over a building and see what tiles are in its scope. When first starting a new zone it can take a bit to process which pieces are buildings or fields. Sometimes I might also not realize that a building is lined up with a far-off island
4. The RNG creates wildly unequal puzzles. Sometimes I'll lose on a harder one and then it gives me a zero-difficulty puzzle. On Final Lands puzzle 15 the first one it generated was trivial, so it was kinda anticlimactic
Very interested to see where you take it
Been a while so I'm not entirely sure, but I think each hand is compared to the opponent's hands individually and the result is summed. One winning hand and a bust will cancel out (unless you've got a Blackjack bonus)
Also your betting strategy is known as the Martingale, it actually pairs pretty well with the Hero ability since without it it's a bit slow
The composer can be found under either their circle, Hobby Atelier Carrot Wine, or the individual name of Yoshiki Ara
https://carrotwine.bandcamp.com/album/mademoiselle-carmilla-blood-ring-1
Hope you enjoyed! And yeah as soon as I heard the music I knew I had to license it for a game
Cheddarousse's stats are that he only hits to 12 (which is pretty much any two cards) which means he can never go bust, in exchange you only have to beat his initial draw
Pick a somewhat low bet (the slider before hitting the deal button) and focus on not going bust yourself, I'd say hold on anything 15+ unless he has a 10/A card face up. Remember that the most abundant cards in the deck are '10' cards so a good chunk of his hands will just be his face-up card + 8/9/10/A. There's still plenty of other cards though so you just have to wait for good opportunities
Failing that you can always try to brute force the fight with large bets or keep restarting to get Albert (dhampir guy) as your first fight, but I believe you can do it!
Oh nice, I've been into nonograms recently
Would love to see painting (dragging cursor affects multiple tiles in same row or column) and a one button shortcut for marking dead cells (right click would be best)
Edit: Ok after another round it'd be nice to have numbers go grey as you meet their requirements and to not have to fill in dead cells to check my work. Honestly just go check out PictoQuest. It's easy as hell, but it's smooth to play
Edit 2: Ran into a puzzle with multiple solutions, which was weird. I guess that's legal in nonograms? I know it's not for sudoku. All solutions are valid for finishing though
* Flat colors are awful for depth perception
* If you have two hands worth of items, you should be able to flip which one left and right click refer to
* Your hook swinging goes through colliders
* You hide the cursor on game start, so if you go back to the menu you can't actually see what you're selecting
Doesn't seem to work. The enemies just sit there without moving, I made it 500 seconds without touching the keyboard then got bored and closed it
Some nice things to have would be
- An indicator on screen of the direction to the heart
- Deadzone so your ship isn't always moving by infinitesimally small amounts
- An actual exit button
Wow, you got a lot of art done for this! Looks good at that
For the technical side, I'd really recommend a 'skip' function that skips over seen segments and stops at new ones/choices. I had to do a few runs because my ego wouldn't let me compromise on the pickle jar (that's another note, needing the player to be 3-for-3 on choices is a bit much)
But overall it's good!
I'm hoping to get a sensitivity slider in before liq plays
Are you using a gaming mouse, perhaps? I'm trying to figure out why sensitivity is so wildly different between testers, if I halve it I physically can't turn fast enough to go along the ramps anymore
Tank mode is just your torso moving separate from your legs. Good for aiming, but there's nothing to aim at and it makes platforming a bitch
The mixed pixel sizes on all assets threw me off at first, that and the fact that none of your assets are constrained to the pixel grid (I get they're 3D, but you can still constrain them). Movement seems to continue for a little bit after releasing a directional key, which is weird since the player isn't aligned to a grid either.
Combat seemed alright, maybe don't make the first battle against six slimes when you only have one monster with single-target attacks. I got past the first boss but decided to quit at the teleporter maze because those are never fun.
Shows potential, keep it up! I loved playing DWM/DQM as a kid even if I was shit at it.
After saving the three prisoners I couldn't find the grapple gun so I couldn't see any way to progress or end the level
The stealth seems wildly stacked against the player. You have to get within a meter to stand a chance, but enemies will pick you up if they catch a small glimpse or if a physics bomb accidentally rolls against them.
Shows promise, but needs more for the player to interact with
Cute game! It reminds me of a prototype city builder/gardening game I was playing around with.
Some notes on your current stuff:
- It's difficult to get a ground panel going the correct way I want. I'll be trying to close in a shape but it'll keep wanting to go the other direction of what I need
- Having to close in shapes is boring. You should let players build whatever they want, might work well with village behavior once it gets more complex
- I noticed almost all my villagers were pathing to the same two trees, even ones spawned from far away villages
- Auto-collection of materials would be nice. That and you should enable 'Run in Background' under 'Edit->Project Settings->Player' so I can alt tab and still get materials.
- Occasionally can't read the words due to either the opacity or them being over a white skeleton. Would suggest a colored outline
- The timing aspect to defense seems annoying, especially since attacking while a defense is queued removes the defense. I'm also not sure it's possible to keep your combo meter in sections with a defense timer (maybe make it so defending stalls the combo timer)
- After beating the boss a second time, I was told to name my 'new' power (same power as before I think). Entering the same name as I had used the first time caused me to use up a power charge despite me being in a menu.
- On that note there should be some kinda indicator on screen of what word we picked for the power