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Official "Game Skunks v2" @ Developer-Guide
3 replies to this topic - Started By sibile, Oct 21 2017 02:00 PM

#1 sibile

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Posted 21 October 2017 - 02:00 PM

i swear i posted it to guides because it made me laugh, not because im a cunt

i swear ok pinky swear

 

somehow this is really embarrassing

 

Official "Game Skunks v2" @ Developer-Guide


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#2 Rayvolution

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Posted 21 October 2017 - 02:13 PM

Pretty sure you broke the record for "Most feedback in a single post".

 

Anyways, I've looked over most all of it, I can go line by line and see if there's any easy fixes or changes in there. A lot of it is actually stuff I'm already aware of though. Just need to make time to do it. ;)

 

I'll look over it in more detail later tonight though. 


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Rise to Ruins Developer

#3 sibile

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Posted 22 October 2017 - 11:02 AM

I want to help!

 

sorry if you already knew most of it

 

but, hopefully there are some useful things in there too.

 


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#4 Maluraq

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Posted 24 February 2018 - 02:38 PM

Having spent 28 hours in this game now, I have to agree with everything on the list up to buildings.

I don't agree with the path issues (except that wide paths should look like wide paths, not checkerboards).  I also disagree on the forge; its a refinery (just mislabelled) and the tool smith and armorsmith use its output.

 

Yes, the UI for production needs updating (especially changing values).  This and changing spell types should both be paused features with full-screen overlays to make them clearer when editing.

 

I do wish buildings had better shapes -- more tetris, less brick wall.

Its also not immediately apparent to the player that "removing" terrain can remove water.  When I removed a bay of water the first time it totally changed my game dynamics.

 


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