The things that give meta progression that were already gained in a previous run should either be clearly marked as such, unavailable, or give a different bonus (eg large donation, dream, etc)
kbobble64
Recent community posts
Fun game! Very fun finding synergies or op abilities
For the first character, does the whetstone have a higher chance to trigger if more swords have a 'wasted trigger' at once? If not, I think it should
Also, a bit of a tutorial on how the bows work would be appreciated - it is unclear how the arrows and damage numbers work together (eg, do they pierce? I wouldn't have assumed so but it seems like they do, and if so, where are the arrows being shot from?
Something I noticed: If you have so many (temporary) dice that you run out of space, and then you get a dice reward, you can't take the die, because the you have no space. Having the 'sell' button always be available would fix this
Also, I like the new mechanics that the planets have about alignment, but I do think it is a bit of a shame that the interaction with rerolls is gone now. Having another class that interacts with those (or just add some stars that do that? At the moment stars feels more of a support class then something you can make a build around, and they already grant rerolls) would be nice
Here are a few tips to get you started:
SPOILER
The minotaur (6 power) always faces away from a real chest (ie not a mimic), and every real chest has a minotaur guarding it. A minotaur could be 'guarding' both a real chest and a mimic, so be careful.
The gargoyles (4 power) always face each other
The Mine King (power 10) will always be in one of the four corners, and will drop a scroll that disarms every mine.
There are more secrets to the game (as far as I know, every enemy except for skeletons, bats, and the mimic have some kind of rule or mechanic that gives clues as to their whereabouts)
Fun game! I never thought I would get so invested in a game about nonograms, but I just 100% the game, and found myself surprisingly invested in the story! It is really impressive how you were able to design nonograms with such a range of difficulties, but with the designs still looking so cool!
A suggestion: Not all the nonograms that are not visible in the overworld appear in the album, so if they could either appear there, or if you could interact with the object to see what the nonogram was, it would be cool.
Fun game! Having the weapon descriptions be a bit more verbose would be appreciated though (ie does per: great mean that perception scales damage by a lot, or that perception has more of an effect than it otherwise would (ie scales crit by more than normal), or that you train perception faster with this weapon?)
The differing origins making up for the relatively minor meta-progression is also nice.
Gur tnetblyrf nyfb nyjnlf snpr rnpu bgure, fb lbh nyjnlf xabj jurer gur bgure zrzore bs gur cnve jvyy or. Nyfb, gur zvzvp pna or vqragvsvrq nf vgf cbjre bs 11 fubjf ba fheebhaqvat fdhnerf. Svanyyl, lbh qvq nyfb zvff gur rtt juvpu nccrnef va bar bs gur fdhnerf fheebhaqvat gur qentba naq tvirf 3 tbyq.
Amazing game! I love how new areas are unlocked whenever the player gains an ability, and solving these puzzles felt really rewarding.
Spoilers for owl ability:
I noticed that the bottom of waterfalls were still impassable with the owl ability, which feels a bug since the player can pass through everything else
Also, can I suggest allowing the player to still interact with the environment when they have the owl ability (I know that it is not intended to continue after getting the owl, but it can be fun to replay puzzles)
Fun game! I would appreciate the option to make the areas that are still to be planted turn a different colour, because it can be difficult to find the final areas to plant. Or possibly as an upgrade unlocked once reaching a certain % planted, that points toward the nearest area that needs planting?
Fun game! Do the ores get better the deeper you go? I thought that at first, and then found a bunch of valuable ones near the start, though maybe that is just luck. If they don't they should, that would reward not blowing up.
Otherwise, I have a suggestion, could you either make menu and exit full screen be different buttons, or have a full screen button in a corner somewhere?
Finally, it would be less frustrating if rails could be retained when you blow up, even if you only keep half, or if they become more expensive, as they aren't very useful currently: due to the mines stopping the rails from being straight most of the time, they don't give that much of a speed increase, so it isn't really that useful.