And now we start polishing this turd for the multicart.
lidnariq wrote:
The game throws you right in, without any particular idea what's going on.
So the short description of each phase isn't enough, I take it.
lidnariq wrote:
It wasn't immediately obvious to me (I can't read, I guess) that the online help was only available from the title screen.
Should I make it so that either player can pause the game and view this mode's help? That'd be possible (as the screen can always be redrawn from scratch in my rendering architecture) but time-consuming.
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The first time I played I had no idea that the rocket launcher item did anything at all
And now you know why Navi was all up in your "Hey! Listen!" during
Ocarina of Time.
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It wasn't obvious when I was trying to get through my opponent's doors that I had to blow things up first.
Does the bat do anything?
The bat was supposed to be to break down doors and fences and to take away one third of an opponent's unit's HP, causing the unit to faint. I didn't finish it in time.
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Is there any game over condition?
Nova and I debated that. After playing the compo version for a while, I plan to make the player with the most points after each furnish phase the winner of that round. And then after seven rounds, the player who won the most rounds wins.
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Something resembling waypoints for the roamers would be nice, especially given how easy it is to make awkward walls.
Any idea how to do this without taking huge amounts of time and memory for full PC RTS style pathing? The idea was supposed to be that you'd move onto one doorway and switch to the other unit until he gets there.
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A one-player "test" mode might be nice, as a pseudo-tutorial. Or maybe a real tutorial, or a slideshow, or an attract mode.
So long as it doesn't go
this far. But suggestions of how to design a single-player sandbox/training mode are welcome. I have plenty of video memory left during the battle and build phases, not quite as much during furnish.