Looking at that it was an error on my part with the events. It has since been repaired.
A difficulty slider is something I am considering. That would eliminate the issue people seem to have. I have been testing and adjusting mob damage/health since I submitted my game. A difficulty switch for puzzles I hadn't thought of. It is doable, though.
I will consider it. Thank you for the constructive criticism.
I understand that the point of your game is for it to be difficult by default, the problem is more along the lines of how quickly you amp up that difficulty, the dragon and the endless spiders made the game much more difficult than it needed to.
But a difficulty slider would probably solve that.
I'm SO happy that people at least see potential this time. I'm going to gather custom resources, fix whatever needs fixing and put progressive dialogue.
Good luck, I'll look forward to it being updated.
Thanks for a generous review, Chris. I horribly missed with my priorities and I ended up having a short-ass game with almost no content.
I actually made the "skeleton" of the game first, to fill in content and puzzles on every map later. I ended up only having enough time to add proper content to the first hangman map, so yeah. I thank you for going so nice on me.
At the very least it was different from the other entries, so I thank you for doing something different
thanks for giving my game a score, I was not able to get the English trial to work on my comp. Thus, the Japanese version. I didn't have time to change all the japanese chars but i didn't think it would of been a problem for vet players. My only regret is the encounter rate, and the chip set errors. I didn't fully, and (still dont) understand how everything fits together. ( i'll will be posting a video on how game play should of went.) (glad to say i will not be fixing or remaking this game) ;"D Caves were dark cause you needed to have candles,. When done right, you really don't need to run from a single battle. (guess i should of made it more pr friendly) I did rush everything and i was under the impression that a semi working demo would of been okay. Guess it was less then semi lol..
And yes the game had some (if not a lot) of fundamental flaws. I still had fun trying to make it. ;"D
The Japanese characters weren't a problem, I still knew what I was doing, I just couldn't spell my own name.
The cave wasn't really all that dark to warrant lighting a candle, which is why I didn't use one. The battle on the other hand was very dark and I couldn't see anything besides the options. If a candle fixes that problem, then my mistake
I ended up needing to escape from every battle because if I wasn't low on health, I would get poisoned and was screwed, or I would be at a good amount of health and would walk into a cactus around 20 times which would severely screw me over.
Putting a short wait command on the cactus would allow me to realise I am walking into one before I do it another 20 times (since I'm always using the run command and don't pay much attention to walk I'm walking into).
A semi working demo is better than nothing
Glad you had fun making it.