Yea the round metal ship part. It looks like a puzzle imo, but you'll eventually see what it does. If you get a pink crystal looking signal and processed it, you should immediately head there, but you might already know about this...
Anyways, once you are at that ship part, you just gotta go to the river north from there towards the restricted area. Don't slide downhill towards the fence. I'm sure you will find it immediately, you got this.
Mewfaza
Recent community posts
I really like how your generators just evolve and that you expand the assortment of generators.
Something I'm looking forward to is seeing the different types of sails if you get to it. It would be cool to expand it to generate ships with designs from different countries and eras... also a slider for wear and tear would be cool.
Something that is a must have would be a flag, though.
I hope I don't come across as demanding btw, seeing a new generator from you is just so exciting :)
Thank you for your response!
I'm glad to hear that this is still being worked on.
Aside an error in the text I haven't found a single flaw that breaks the concept, I'm just missing an aggro feature. While it is always possible to just narratively handle aggro, I think aggro + combo features (break -> topple -> launch -> knockdown in the video game) would make health/damage tracking kind of obsolete or at least secondary. It would really give the players the power to control combat and feel badass by just describing the action, while the old standard is too much math and min-maxing at least for my players. I think you also have that in mind with this concept, right? For my game I will also simplify the range and movement system, while in your concept it is a lot simpler than say dnd 5e, I was thinking about shortening it further by just having them use movement to maneuver around the enemy. This probably only works in my head, because I plan having my players take only one or very few enemies on at a time.
I have already thought of a simplified concept of this ttrpg that I will try with a few friends. The whole math thing isn't the only reason. Some aren't familiar with XC2, which is why I want to only slightly introduce features... you could say I made it more XC1 like.
Regarding the Arts, I'm personally fine with that, since I would include aggro as a more centric feature in my game. I just don't know if that will work for a broader audience. It actually took me a while before understanding that potency increases the dice pool by +x (starting with 1). It confused me when it said it increases power and precision and then just says +1. I wasn't sure if it means that you always add a success to a roll with that art or you add one if at least one was a success... eventually I scrolled far enough to the example to figure out it means that it extends the dice pool. I kind of blame my reading comprehension here...
awesome stuff! I enjoy this generator more and more.
I noticed one thing I'd like to report. The permalinks have spaces in them (in case the name of the town consists of multiple words). Could you replace spaces in links with "%20", so that it stays a complete link?
Also rotating the scene is great, but I wish it wasn't always bound by scrolling. If it was toggleable it'd be more useable.
I hope it doesn't sound like I'm complaining or demanding, I just mean to be helpful :)
I have been playing this game a lot and just wanted to share my highscore thus far. My longest streak has been 16, but tbh it'd be much longer if the game would save the streak across sessions. It resets every time I refresh the page.
Also I'm actually playing the game on my phone. It works as long as I open this page in desktop view and zoom in a little.
You made a good wordle variant :)
I got the following ERROR when I tried to drop my boomerang:
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Draw Event
for object obj_player:
string_pos argument 2 incorrect type (undefined) expecting a String (YYGS)
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Script_weapon_type (line 8)
called from - gml_Object_obj_player_Draw_0 (line 77)
-------------------------------
The game crashed afterwards.
Before that I successfully dropped my rifle and no error occured.
Also I crashed the game yesterday without an ERROR dialogue and I have no idea why, it might have been about the RAM allocation (I do have a lot, but I also had the game running for many hours) but that is just a guess... I can't really provide much info about that, sorry.
I'm so happy you implemented an autosave feature.
EDIT:
Oh I just posted this (not noticing a similar report has been made, sorry for the duplicate) and have already encountered another ERROR.
It happened when I tried to connect a volt meter (which was connected to a relay already) to an oil producer.
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Other Event: User Defined 0
for object obj_producer:
STRING argument is unset
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Object_obj_producer_Other_10 (line 9)
called from - gml_Object_obj_volt_meter_Other_14 (line 6)
called from - gml_Object_obj_volt_meter_Step_0 (line 95)
-----------------------------------------------
After this ERROR I could not load the game anymore. It crashes without dialog when it reaches around 56%.
Could you advise me on how I could potentially get my save back? if it's not possible, I'll just have to deal with that, but it'd be a shame...
I have no idea how I stumbled upon this game, but I'm glad I did. I appreciate how it doesn't really have a goal and a player can just enjoy it the way they want. Having no guide, explanation or notification to the achievements makes them only a minor extrinsic factor and other than that it was my intrinsic choice to keep playing the game. It's a great escape from reality!
So far I pretty much understood everything quite well aside from one thing. What does the Star Tower do?
Also I'd like to know what your thoughts were behind the mushrooms?
I read through some comments here and would like to add some stuff:
- Music would be nice yes and the last time I looked for a free music source for game projects and such I stumbled upon Kevin Macleod who from what I've heard has gotten quite the popularity ever since, so I dunno if his business model changed, but might be worth looking into if you didn't find a composer yet.
- I never heard of the concept of Lintwians and of Nokoyama, so your game is the first contact for me and so far I can say you got me interested.
- The Tutorial was more than sufficient in my opinion, but I'm also someone who clicks everything and experiments rather than following guides. I think I would have been fine with no tutorial at all.
I hope you keep updating the game, because I'm looking forward to seeing it evolve.
Thank you for your response, I was happy to hear that there will be a big update. I understand that making a game takes a lot of time and I don't know what your goals are, but it seems like it's one of those games a dev could work on forever. For the same reason it's very likely the best thing to do to upgrade the engine. Better now than after you worked really hard on it and had to scrap most of that work. Regarding the second odd behavior, I'd like to just toss an idea out there. What if there was a way to designate areas to be "unmodifiable" so that neither you or the bears can mistakenly destroy or place something there?
I enjoy the game a lot and I'm looking forward to seeing this game evolve into something I could spend days into. It already is highly addictive! I gotta say though, I did run into some strange behavior which I'd like to report. Don't know if you want to hear it here, but it's just two things. 1. After refreshing the map I placed a lot of things (rocks, lillypads and so on..) and these things began flashing, especially if I zoomed out a little bit. I sadly can't tell why, but if I figure something out I would pass it on. 2. The bears seem to stop working at some point. I found out that the houses don't get finished unless there are more houses that need to be build, so I always added new construction projects even before the current constructions aren't even remotely done. I dunno if I'm maybe missing something here, but the AI seems to be a bit strange.