EDIT 3: Caved and added arrows/WASD for rotate. EDIT 2: Thanks for the feedback! I've changed some of the logic for how rotating and drawing paths work, so it should not confuse the two anymore. Let me know what you think! EDIT1: I may have an idea on how to make this work better. PREV: Recommendations? Letting you rotate anywhere felt right in testing; if you don't want the blue path "messed with", simply drag outside of the object entirely!
You can check your current resources by holding C (and since the new update, also with Space). You can now also jump with Up and W, thanks for your feedback!
your answer to forhekset says speed affects hit chance, but when i click the ? it does not say this, shouldn't the ? have more info or did you change it?
only two towers and no way to sell the old ones? saved up to buy the bomb tower but it was a one time use bomb. also towers need range circles. game needs speed up option too. otherwise ok.
if the kick only makes your guy go right, then why did he get kicked to the back in the fan level, now he is stuck back there with no way to move forward and after several tries, his head is stuck in the wall and no kick option will show. You do get bonus points for not adding sound though.
Hello, thanks for your review, can you please provide a little bit more information, where did you stucked? You can watch level number in pause menu, because i still cant understand what you talking about, and i guess i will add next information to description. This game fully controlls by physics, every calculation controlls by your device or pc and it will be different beetween all devices. But i did many limits to "controll" it, also mechanics provide to you do many stuffs witch make game bug or fun. For example mechanics provide to you kick body BACKWARD if u will find a hit point and charge force. This type of interaction apear only at last level for now. Thanks for playing!
i would add maybe unlimited respecs, not really sure how to earn those, but no one likes not being able to respec, maybe at least unlimited until a certain level, so we can figure out what works for our play style
not sure why you thought making enemies physical immune when you only gave use three physical fighters and two mages, i think you should have waited to introduce physical immune until we get more heroes.
That's the mystery of it all! What kind of fun would you have if you had supervision? But don't worry, just try to do too much at first. The more actions you perform the quicker your meters drain. Try to get where you can automatically complete actions and eventually you might discover an action that will help you eat or drink...
guess the game still scales bad, even with my new setup the crab/triffle are just too strong compared to the earlier enemies. Are we supposed to grind somewhere, cause experience gains seem poor too. The same problem with all rpg maker games. the revive potion, revives unit with 20 hp, enemy kills them again right away. If you could fix scaling or exp gains, maybe it could be ok, but if you stick to your puzzle theme games, I think we like those better.
how do you revive dead units? i stayed at the inn and they stayed dead, which i found out the hard way, and there is no flee battle? your game needs some work
Use the "Morena's Gate" potion, which you can buy at the Alchemist (like other potions), and you can sometimes find it, too - first one in the Duben forest. The challenge is not to get your characters killed - if they die, you can use the potion ;) There's also a skill later on that revives. If all else fails, you can always reload your last save (or autosave) and try again, perhaps with better equipment. Oh and the game has had 3 months of everyday work and I've played it through several times with different characters to make sure it's balanced. Fleeing the battle is not there on purpose. Vitomir always warns you when you enter a place with high level monsters.
EDIT 3: Caved and added arrows/WASD for rotate. EDIT 2: Thanks for the feedback! I've changed some of the logic for how rotating and drawing paths work, so it should not confuse the two anymore. Let me know what you think! EDIT1: I may have an idea on how to make this work better. PREV: Recommendations? Letting you rotate anywhere felt right in testing; if you don't want the blue path "messed with", simply drag outside of the object entirely!