zwanzig_zwoelf
Graverobber Foundation
It's a tutorial level to give cashuls one last chance to learn how things work and it only includes some of the interactive stuff as well as a weak enemy type. As for the speed -- good call, I'll add speed settings if the pacing is too slow for you.I thought that the game was very simple and there is no reason for it to play as slowly as it did. It was kind of cool how moving from one tile to the next seemed to sync up with the music, but I think it should play much faster.
I plan to add ingame files which give some information on enemy types as well as explanation of what they are. Thanks for the tip.The enemy graphics are too abstract, I don't know what the enemy even is. I don't know what I am supposed to be. Combat is kind of a weird puzzle dance against floating mask things.
You mean adding a 'repeat last action' button? Never planned to, but should be possible.Can you automate this, like in blobbers?
Thanks for trying and sharing your thoughts.
Now, moving on to DavidBVal's comment.
Good call.You need to put a "press enter" at the bottom of the "transmissions" window.
It's a tutorial and that enemy type is weak by design.Also I guess it's just the tutorial, but enemies barely did any damage.
You think so? Usually it stops being a problem about 5 minutes later once you get used to the controls.Walking into locked doors shouldn't attempt to slam them on default, too easy to do it inadvertently.
I guess I'll have to explain these too or stuff that information into the manual to keep the amount of text on the screen limitedAnd the combat options are a bit confusing. Instead of "Advance" or "stay" it should say "attack & advance", etc.
Thanks for the feedback.