It's okay, but no save and - there are a lot of libraries out there that convert scientific notation to real numbers so players don't need to calculate exponents to read their hit points.
Just like the last one - an excellent game, but the logic is rather far-fetched.
It's true it might be, in certain occasions.
But after the first case, many people lamented that the story was a bit too "logical" and normal for bein set in a zombie world... So I've tried to fix that!
The games and clue-combining work very well, but in this installment, the conclusion didn't seem as logically sound.
Unfortunately I can't talk about it in detail here, since it could be a spoiler for future players... But I did my best to come up with a logical explanation for this time's mystery.
I hope you'll like the next one more, it'll involve a challenge of wits with a master thief :D
This game looked really good - until the explorer appears and you can't move the damn thing.
What a shame. Could have been a winner.
When I hovered over the document, it ends with the word "lacks --." So I had no good criteria on how to judge the questions. Is that a layout bug?
The wizard's answer to Q3 doesn't make sense though - if the halfling has no money, how could he sell him more potions?
Firstly, yes that is intentional. The idea is have you aware that there is something peculiar to look for, but have no hard information.
Secondly, sure it makes sense. If you've ever known an addict in your life you'll they know that no matter how hard up for cash they are, they can always somehow find some to pay for their habit.
Thanks for playing.
I can generate an island map. No way to do anything else. Not much to do here.
Also, you have to move the guy to change the direction he's facing, which limits the edits.
Yeah, I was wanting to make it a survival game, but that deadline comes fast. :P
I wasn't sure about the movement until it was too late to change it. I will if I make a full game out of this.
I know this is supposed to be a passive game, which is part of the charm, but one would think the peasants would have at least some basic intelligence - like grabbing wheat if they're near it. With large populations, you have to tell them to gather food.
As mentioned before, the "what should we do" moments are so random and inopportune (e.g., in the middle of a fight) as to be almost useless. Maybe those moments should happen at some regular or predictable points (at a score threshold, after so many seconds, etc.), or when those moments come, the player can at least choose where the circle is. This would retain the passive feature while giving a bit more useful control.
Yes, the control moments are random, but a lot of the time you can give a command that can cause more than one target to be approached (for example to confront a monster + gather wood, or gather wheat + the trees behind it, or escape combat + learn a weapon mastery...)
This is an excellent, addictive defense game.
My only complaint - there's a lot of luck involved at the beginning of some stages. If two high-powered monsters attack during the first few seconds, no strategy can delay or stop them all, so getting the 5 stars sometimes means restarting a stage until you get a better opening attack.
It's a decent timewaster for awhile, but:
1. It's too similar to other mall games. And unlike the others, there's no specialized "technology," such as teleports (which would help and fit into a fantasy genre).
2. Once your mall gets large enough, the game takes up waaaaay too much CPU time and it starts to lag really badly. A real turnoff.
3. Once you've gotten all the stores and upgrades, it's extremely hard to meet some of the goals, such as catching thieves and saboteurs . Since some upgrades make it harder to do this (limiting saboteurs from coming in, e.g.), it's self-defeating, and there's no point to keep playing.
The verse from Genesis - lot offers his daughters to the mob of Sodom and Gomorroah. Good choice.
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