when following the cricket, the Denier drops before the cricket makes a 'stop' sound. Is that intentional?
Mozai
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"Summer Festival" not sure what I'm supposed to do here to collect resources. I think a 'tile' is the circles on the map, and each 'tile' has seven 'cells'? So a warehouse collects from adjacent 'tiles' but not the 'tile' the warehouse occupies? I've built warehouses on the same tile as a resource, and on a neighbouring tile, but only the "wood" resource increases over time not the "coconuts" resource. Also the warehouse says it has "autocollect amount x1.3" during construction, but "autocollect amount /1.666" when construction is complete. It gathers more during the minutes it's incomplete?
Getting many "The “coords” attribute of the <area shape="poly"> tag is not in the “x1,y1,x2,y2 …” format." errors from jquery and myJs.
If I use verb "Hit" with noun "Pillar Nail" then click "execute," it asks me for a second noun; then it highlights the second noun in orange. When I click 'execute' again it asks me again for a second noun instead of responding to my attempt.
Game crashed at the end of day two with " exception thrown: RuntimeError: unreachable executed,@https://html-classic.itch.zone/html/7962198/MYASPIZZA-POSTJAM/Build/MYASPIZZA-POSTJAM.wasm:wasm- "
Ran into a problem pretty early: possessed one of the wall-crawlers, who can change "down" when they slide towards a wall. But that "down" is still "down" when I leave that body (ie pressing "up" makes me fly west). "East" is still "down" when I possess a human body. My humans are now tilted to the right and fall right-wards... which gets me stuck.
web verison won't load, error console is full of: "still waiting on run dependencies: dependency: loadDylibs ; dependency: al https://html.itch.zone.html/10068677/HTML5/index.side.wasm"
* mouse control is tweaked really high -- moving the mouse one pixel moves the controller ten, so that's 40px of space for a 400px playfield; frustrating when accuracy is important and I expect it'd be worse on a touchscreen
* sometimes critters that are the same type won't combine when touching. Twice I've seen a lvl4 ball bounce off another lvl4 ball, or lvl3 balls resting against each other. My guess is the physics still assume the "fruit" are circles, but the images are irregular shapes?
- I made a copy of the map to show names can fit in the hexes; I used the same font and size as you use for instructions. but! This is also a spoiler map because I added colours to show artifacts and run-ending hexes to illustrate my next point. (ugh, itch.io auto-embeds, I have to post a corrupt url. https //i.imgur.com/sH65R7J.jpg
- There's only three possible first moves, and the "obvious" first move is 19->17 because the artifact on 17 is the only way deal with "obstacles", and encountering an obstacle (ie 19->15) promptly ends the run AND incurs a penalty on your next run, sending you back to 19 where 19->17 is one of the choices.
- The only L3 move worth getting is Bitcrush, because there are no "traps" nor "barriers" on the map, just "obstacles" and "enemies".
- When I use Daemonware, are Datafiend and Sourcespawn considered "adjacent" to Dreadcode (because I can move from Dreadcode to those hexes in one move), even though they're on the far edges of the hexflower?
I hope I don't come across as harsh. I'm being critical because I think this idea really has legs so I'm putting in the energy to scrutinize it. The theme is great, hexflower as a dungeon-crawl feels like it has a lot of meat on these bones. Hell, perfect optimization becomes a milquetoast experience, don't try to smooth out every wrinkle.
- Reduce the visual noise behind the text -- white smears + white text = trying to read white smears.
- I was going to say something about most moves will be E or SE but the hexflower has wraparound edges so it's fine; maybe better than fine since it feels like you're being pushed towards the finish line.
- There's an obvious "if you don't do this on your first turn you failed" which makes me wonder why even have a first turn.
- There's enough space on the hexes to use room names instead of numbers.
I like the mechanics; needs some refinement. I feel is has some "troll" elements like how there's one colour of obstacle that can be completely ignored, or one level that seems to have invisible obstacles. Something that needs more thought is how difficult is is to move vertically, since there's far less screen area up/down so there's far less information for reacting to obstacles.