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It's an amazing game on desktop, but so fast paced that I can't play it on my piece of crap of a phone. So it should be a good excuse to get a better phone rite? :3

Edit: After "borrowing" an iPad from someone who will remain nameless because I'm pleading the 5th, yeah it plays well when you're not using a piece of crap phone but it's a helluva lot harder than with keyboard since it's an action platformer. Might be a skill issue tho...

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I like the concept, but it got buggy for me pretty quickly and I wasn't able to play -- it seemed like the area where you would need to click or swipe in order to move objects was no longer correlating with where they actually appear on the screen. It's throwing some errors in the browser's Developer Tools under the Console tab in case looking there gives you any clues about what's going on.

DaelJericho responds:

Thank you for the tip!

I hope this game gets enough love -- it plays REALLY well on mobile and seems like a better mobile game than desktop game, but IDK if people leaving reviews will be playing it on mobile.

Also it made me realize I can't brain -- I can barely remember three toys and am otherwise pretty much random guessing.

Steventus responds:

Thank you so much for your comment! I'm so glad that you found it very enjoyable to play despite the highly simple game loop.

Unfortunately if I try to change the zoom on my browser to make everything fit in my screen, UI elements don't get scaled like they should and end up being too large and unreadable. If you try changing your browser zoom while playing, you might see that too.

I know there's a way to change that behavior in Godot but I haven't had to mess with it in Unity; it looks like there's a Canvas Scaler component where you can change the UI Scale Mode, and maybe it should be Scale with screen size if it's not already, but I don't have a Unity project at the moment where I can test it out myself.

shoebby responds:

Yea I fucked the UI up so it only really works in 1080p. might fix it down the line but that'll take some time.

It looks and "feels" kinda cool for a one-button game. But while the game does start to get catchy after getting into it, it risks losing people early since it starts needing precise timing pretty quickly. It would probably be better to include brief in-game instructions saying you need to click while the cube is on circles (not depending on the auto-repeat jumping that happens if you continuously hold down the button) to make special things happen. The submarine is just nuts to start controlling right off that switch from the cube, and having to restart from the beginning when it crashes is enough to make me call it quits at that point.

NeuronExtractor responds:

Uhhhhhhh... why not try playing like... Geometry Dash... instead, because that's actually a finished game which I am recreating

I worry that many people will be put off if they run into the bug of the game freezing when you pick a character to respond to an event (which happened to me a lot), and won't read the author comments and see that if that happens they should save the game (because that button still works) and restart (not needing to completely reload the page because that in-game button also still works) to keep going.

If the freezing isn't fixable, maybe instead of making the text in the event description in the lower left disappear as soon as there's a click, make it be replaced with "If it seems like the game froze, use the buttons in the top right to save and return to the main menu" and stay up if the game freezes at that point, and clear that text after the event has been processed so players won't see it if the game is running smoothly? Or some other approach to achieve a similar effect.

Aside from that issue, it's a pretty entertaining game! Having a fair amount to fiddle with in managing the tavern, and cutscenes scattered throughout to add an engaging story, kept it interesting. IMO it could stand to be made harder, but since other people were saying it's too hard I guess it's impossible to please everyone.

Marckel responds:

Thanks for the review! You don't have to go to the main menu actually. The bug is resolved by simply opening up the save menu. You can return to the game/cancel with right click. This and the disappearing text issue both exist because Reim has had to really push what we could do with Rpgmaker and its plugins. In future games we'd hopefully figure out a way to overcome those issues.

The original release version wasn't impossible, but it was a little too hard. In the future maybe hopefully we could implement a difficulty setting feature.

After showing the four tabs, it gets stuck on what looks like it would be the main root gameplay scene with a never-ending Loading indicator. If I go to my browser's Developer Tools under Console it shows this error in red

FormatException: Input string was not in a correct format.
at System.Number.ParseSingle (System.String value, System.Globalization.NumberStyles options, System.Globalization.NumberFormatInfo numfmt) [0x00000] in <00000000000000000000000000000000>:0
--- End of stack trace from previous location where exception was thrown ---

It looks like it would be a kinda neat game, but is currently completely unplayable at least for me.

Edit: Yep, game works now!

While the concept is great, there seems to be at least one playability issue. The list of stocks that shows up in the stocks screen doesn't seem to be fixed even if I mouse to scroll through the whole thing. I bought four different stocks and then didn't have any elegant way of going back to the stocks screen and selling them all off (2-3 would show up but not all four). In principle maybe I could make a separate list of which stocks I bought so I can go back and search for them later, but in practice people aren't likely to do that playing a video game.

The other issue might just be because of my schedule, but it's tough to get engaged when I can only play when markets are closed and I would have to just buy stuff and check on it again the next day, and keep doing that for the entire course of the game. Maybe it would be better if I were free during daytime and could simulate day trading.

MonoFlauta responds:

Ey! Sorry about that. It should be fixed now. We had an issue with the api. Let me know if you encounter any other problems. Thank you for reporting this :)

Does the player not get any ammo, or is there some other reason I can't shoot?

Edit: I see what's messing it up -- it has to do with the gamepad. I'll send a PM since this gets complicated.

MountJoyGames responds:

Was your cursor visible? Should be unlimited ammo

Kinda neat to see it done in 3D. I'd recommend a keyboard button like space to shoot instead of having keyboard control movement and left mouse button shooting, and to have it repeatedly fire when held.

chris3232 responds:

I've already done that. I Just have to upload it!

If you like hard games try my Daxolissian System series

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