There's a bug with the challenge mode interface. If you've just collected your 3 spirits and you hit the X of the challenge mode interface instead of the "OK" for the spirit draw interface, it gives you an error and freezes. When you reload, it'll have undone your last challenge completion, and you'll have to redo the last stage for a different draw of spirits. I got some super rare earth spirit that could stun enemies on basic attacks, but I accidentally hit the X button on the interface and lost it because of this glitch.
So this is a bit of a specific feature, but it might be cool to have an interface in the stats menu for adding a specific number to each skill with the press of a button. So if I wanted to put my skill points in with the ratio of 3 points to pow and dex to 2 points con and vit, I could use dials to set 3's under pow and dex and 2's under con and vit, and then press a button to apply that number of skill points to those specific stats. It would be really helpful for people like me who like to keep their stats in specific ratios to each other.
my advice for weapon improvements:
1) Boomerang needs to move faster and deal 2 damage per hit. If it's a totally unspammable move, it should be punishing when it does land.
2) Ice magic should deal 2 or even 3 damage if you hit with the main spike. You should be rewarded for actually hitting things with such a finicky, slow projectile moreso than its spammy fragments. Alternatively, it could pierce through enemies until it hits a wall.
3) Light magic should have shorter duration, but you should be able to start charging a new beam while the old beam is still out.
4) The ball and chain passive should not put enemies into invulnerability. They should become immune to the ball and chain for a bit, but I've gotten hurt too many times because the ball and chain protected them from my lance or sword attack.
This game is really fun, it just needs a bit of polish to make it truly shine.
I would strongly recommend the following changes:
Re-equip optimal gear after resting or transforming. It might not equip the gear you want necessarily but I guarantee it's better than nothing.
Give the player a chance to back out or save before boss fights. In a game where most of the combat can be avoided just by evading the map sprites, it seems a bit punishing to suddenly force them into a boss fight that they had no way of foreseeing, when losing can cost a lot of progress. The boss fight against the forest guardian is the one I'm currently annoyed about. After it's summoned, you should have to walk up and directly engage it, rather than it immediately attacking you, so you can save or retreat or heal or whatever.
I'm working on the update today and will definitely add at least an open the menu before the battle happens. And I'm working on auto optimise gear as we speak. Thanks for playing and your input! EDIT: The update is live and fixed at least the human form not auto equipping. Still working on the Catform auto equip. Thanks again for the input looking forward to seeing you on the Defeat Drakora Leaderboard! :)
There seems to be a bug where, upon pressing "next level" before easy challenge level 20 finished showing the colors, the game becomes frozen and future easy challenge levels refuse to load.
The biggest tip I can give is to not let the lumberjacks cluster into a single mass. Keep them staggered in two groups of 2-3 dwarfs each. This means that there are always trees being cut down, and you don't have long droughts while all of the lumberjacks walk back to base. It'll easily double your coin gains.
Minor typo in Chapter 12. Right after you deal with the sword (I don't know if it matters what you'd chosen but I asked Sent why I was being forced to play, said that the sword looked real, and helped Beth put it back), there's a missing space. It says "At the far end, around the corner, was the monitor. In front of it stoodLiza and Rae."
Yup, this has been reported. It's fixed as of version 1.0.6 (Kongregate is still on version 1.0.4). Blog post incoming in a few days detailing new versions on Kong.
Thanks for the heads-up regardless!
You can have 2 blocks left over in Level 35. Block locations for this solution are (all 5 go in the 6x5 rectangle area):
Top left
One down from top left
2 down, 1 to the right of top left (directly to the left of the black block)
2 to the right of bottom left (bottom of the area, 2 below the black block), and
1 to the left of top right (just 1 up and to the left of the box's starting position)
The game doesn't seem to load for me. I kept having to reload as it got stuck on the first few audio files, but after about 10 refreshes it got through them, but is now stuck very adamantly on groovy.png and refreshing doesn't seem to be helping at all.
This is a shameless pixel hunt. The game makes little to no sense and the items you can interact with are practically invisible, not to mention the game giving you little feedback on anything you do. Bad game design, sorry.
I liked this a lot. The puzzles were varied and interesting, but I will certainly second what others have said. Some of the puzzles were just time consuming, not actually challenging (the one with the intertwined paths connecting shapes comes to mind) and several would be impossible for colorblind players. In the first room I thought my game was bugged because I couldn't find what I was supposed to be able to click on.
The lower line of classes (Captain, Confessor, Conjurer, Thief, Warden) are more support and assistance based characters with buffs and debuffs. The top line (Champion, Inquisitor, Sorcerer, Assassin, Marksman) are more aggressive, damage dealing characters.
I'm frustrated that even if I manage to keep my car at 100% health by never losing a level with it, as soon as I beat its story level it drops to 20%. I would have liked to see some small reward for taking good care of the vehicle. The example I have is the Slogger. I used the Peacemaker to grind enough cash to max out the Slogger and beat the third story level in one shot, and then the Slogger's health immediately dropped to 20%. I get that it would be overpowered if I could farm with a car at 100% health, but maybe give a small bonus to its health for never losing a race with it? Maybe drop it to 40 or 50% instead of 20%?
I quite like this game. I've played a LOT of RPGmaker games and I am impressed with how player skill-oriented the combat system was.
A couple of suggestions, though. First, give the move minigame types more distinctive names, or show a preview of what's going to come. I kept getting confused between the time wheel and the clock time and the time arrows, so maybe "Clock" and "Arrows" and "Wheel" would be better names so they don't all overlap so much.
If possible, it would be really nice if Stimulants revived a unit into a guarding state. Bloodshot died one time and when I tried to revive him the enemies kept murdering him again before he could guard or heal.
I would really like to see more expensive retribution skills. During the boss fight my entire party was at max stress for most of the encounter, and dual attack felt lackluster. Bigger, stronger attacks that are less stress-efficient would be fun.
Thanks for another fantastic game, and I hope to see a sequel!
If anyone isn't sure how the autosell and auto-museum work, here's what seems to be the case. When you get a new clover when your inventory is full, it gets rid of the lowest ranked clover you have, which could be one in your storage or the one you're trying to receive. When it gets rid of that clover, if the clover is an undiscovered one, it sends it to the museum. If you've already got one of them in the museum, it sells it.
Apologies for the bug. I've sent a PM regarding the spirit.