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Coup Ahoo

Coup Ahoo

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You're finallyfed up with yourfleet and their incompetence. Take down all13 of them one by one and claim your spot at the top. Along the way, you'll discover preciouscargo dice that represent your ship's vitality and firepower. You may also encounter friendlymerchants,carpenters, and potentialcrew members eager to join and assist you on your journey.

The game is played entirely with amouse (or touch). You canmute the game by pressingM.

Your ship'scargo consists ofdice, and their total pip values represent your ship'stotal HP. These dice also influence the number ofdamage dice you roll in combat. Be careful not to let your cargo's total value reach the dreaded number, as even rolling that in combat can have unfavorable consequences.

The game was originally created forjs13k 2024 game jam where the goal is to always create a game in JavaScript and make it fit completely in13 kilobytes or less. The theme this year wastriskaidekaphobia which is the fear of number 13. The jam lasted for a month and I hit the size limit after the first week so I pretty much spent the remainingthree weeks creating this"enhanced edition" adding more polish and content without the need to watch out for the scope anymore.

Updated 9 days ago
StatusReleased
PlatformsHTML5
Rating
Rated 4.5 out of 5 stars
(76 total ratings)
Authoranttihaavikko
GenreAdventure
Tags2D,Dice,Mouse only,Roguelike,Roguelite,Touch-Friendly
LinksSteam

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Viewing most recent comments1 to40 of 173 ·Next page ·Last page

Great game.

What I enjoyed

Varied events.

Varied companions.

Some lore but not critical to the gameplay.

Good use of puzzles.

Generally balanced gameplay unless unlucky with some encounters.

Good music.

Great and simple art style.

Critical feedback

I feel like it doesn't explain enough to the player.

What do the demon and angel want and why can't I exit their battles mid fight. The navigation seems too vague. What do these special symbols do? The game explains spice and plated cargo and that's about it. 

You have to read the description of the game to even understand the plot.

Explain why my turn was skipped and unlucky 13 procced.

Please add difficulties.

Please make the starting roll to be 7+ minimum.

Please add more player agency. I lose too often to bad luck instead of poor planning. Rig the dice ever so slightly to roll better instead of worse. People take success fleetingly but loss hits harder.

I have had to read the comments to understand many of the confusing mechanics.

There are a few too many useless or negative events. 

Conclusion

I look forward to seeing how this game changes with the upcoming updates and hope to make the game easier to understand and add some more player agency and QoL features

I hate to say this, but you may have found an unfixable bug called "skill issue"

Why do I bother writing honest feedback when I get this as a reply. *sigh*

Adding more player agency, yes, big time! This has been one of my main priorities every patch. Making it less completely random and have some choices to be made. Of course it still needs  more of it.

I don't really like the idea of difficulty selection. I'd much rather balance the only option to be better. Don't really like the idea of rigging the dice too much either. Sure, getting bad rolls can sometimes feel unfair but rigging the RNG when it's literally about rolling D6s would be noticeable in the long run and it'd just make realistically calculating the odds more difficult.

For the angel/demon battle, figuring out the goal is part of the puzzle of the fight. Explaining it thoroughly would lessen the experience in my opinion really. But I guess marking the correct dices for the combination or something like that could maybe hint a bit more on the solution without giving it away. And why do you feel like you should be able to opt out of the fight once you've challenged it? That's not a very common mechanic in any game really.

I understand the idea of perfecting the difficulty you already have. That makes sense.

When I design games, I try to optimise for fun over realistic and pure logistics. When I played the game I found the angel/devil fight super annoying because I lost a really good run. If the solution to the fight is what I think it is, then it is just too unlikely to win to be worth sacrificing that much cargo unless I'm in endless mode.

Being able to opt out of fights is rare, I agree but it doesn't help that I have no clue what I need to do to win. I like the skeleton fight because it gives you the option to fight, and you can see what you're up against. I mention a potential solution below.

When I talk about rigging the dice, I also see why you wouldn't like this idea. I mainly want the first dice roll and maybe the first battle to be rigged. I restarted too many games because I didn't roll higher than a 7 or encountered a *6* as my first enemy.

If you want to keep the mystery of the game, perhaps add a log book which could double as a statistics page. This would be where some information about certain events would be kept after you encounter them multiple times. Or you could do a *secret notes* type thing similar to stardew valley and finding notes that tell you certain loved gifts. Adding a log book allows some information to be retained over different playthroughs and acts as a trophy collection or a secondary objective for players.

I really enjoy discussing game design, if you want to go more in depth.

Ohh I like the logbook idea. I'm actually planning for the next patch to have bit of a more "saving progress" and unlocking things to be maybe used at the start of a new run. I'm thinking of allowing you to go inside your ship and tweak some stuff there for the start of the run from the stuff you've unlocked. The logbook could be there too I guess and it'd offer some hints/explanations you've encountered in a more lore way.

And for the initial cargo roll rigging, I'd more like a system that would incentivise you to keep trying even on a bad roll like the brilliant whale mechanic in Slay the Spire (gives you an additional item on start of a run if you reached the first boss on your previous one).

The angel/devil fights are supposed to be quite often too dangerous. That's why you get to choose whether to do it or not and shouldn't be just snap-challenged. It can take a lot of your cargo to succeed (or everything even and still fail) but on the flip-side the reward is also pretty much better than anything else in the game right now.

I just received the legacy trinket and thought of that slay the spire mechanic too. It would really help this game yeah. 

Please remove the reef event. It is just so annoying. If you don't want to remove it, maybe make it so you are guaranteed another event straight after to compensate slightly. 

I have spent over 40 pieces of cargo and still can't get the angel on my side. Is this unlucky or is the chance just too low?

Math event's game over prevention won't work if you have any pearls

Forgive me I'm a bit slow haha do the colors on the map mean anything?

There is an internal logic for them yes but it’s not explained anywhere. 

Alright, thank you. Also at some point if there could be a save function that would be awesome i think I have only ever beaten it about five times and 3 of those times i had amazing builds and saw no end in sight but at some point i would have to log off and i love starting over but its so hard to get those good builds.

I think my ship has become unsinkable by now, haha!

Another bug: With the "a destroyed 3 becomes a perl" perk, if a plated cargo with a 3 gets hit, it becomes a perl, greatly reducing the value of plated cargo. If a spiced 3-cargo gets destroyed, it does not become a perl though.

is there a such thing as too many dice?

Hey! I can see the sunken boat! (odd)


Swab is secretly divine and can fly

in my best run this happened :(

Well that's new. I'm guessing it jut froze there? When exactly did this happen? Was it right at the start of the combat before you get to shoot?

yea thats when it happened.

these covered letters are a bit frustrating 

Oh damn, of course! Gotta do something about that...

This was 1.2.4 and I think the green pearl is now rarer?  I have encountered the green pearl probably 15 times so far.
I currently have about 30 parrots, and splash damage of 5. Boner is way at the back of the boat behind all the dice allowing me up to 7 shots, although I have not had to shoot anything in a really long time. Epic run.


Well yeah, 1.2.5 made the green pearl event rarer.

Looks like a bug: If someone who is efficient at fishing is 'interrupted' by picking up cargo, another cargo will appear a while after the first one.

One feature that I really miss is some kind of "Auto" button. It really gets tiresome later in the game if lots of dices are involved.

I was playing one of the earliest versions of  coup ahoo. I have played many updates too. Earlier editions was easier to take multiple dices and won. Also, it was easier to take multiple 'helps' 5 or more as well upgrades. In the following updates game was much harder to won after 4th or 5th ship. 1) If the game is to be great you must add some strategy to randomness without ruining the fan. eg. some maps? sail options? upgrade options? 2) The GPS ship showing some color spots without explaining what these spots mean. I suppose white spot is the 14th ship (hero). 3) Generally i liked the earlier editions. You added many elements in which i have played the game more than 10 times and almost each time is totally different. 4) GPS ship 1 or 2 times was shown. The big sea bird/cat only 1 time appeared. The Ship help men almost all times were very different. 5) You may add level hardness. add some score eg. time, hit times (based on dots), time of playing, ships you wreck, ship men you had etc. 6) Add PvP dual player mode. This is a must! 7) More over, it can also be a full game as sea/land declaration battle turned base map game.

About number 3, you mean that added variety is bad because all the runs aren't the exact same?

No, i liked most of them. However, it is like playing without playing. No much options for strategy. So, i am against adding anything more before strategy is fixed. However, i like the game! However, some players may like this randomness. You have random dice, random bonus, random path, random help. Somehow you must make a balance between strategy / fun / randomness, i think. This is m,y opinion. An option for easy/hard level may help too. Most other similar games have a shop that you choose to buy bonus/guns/help based on some points/coins that you have taken. Maybe this helps too. However, please, keep some list of editions between heavy updates that alter the game!

Oh yeah sure, I totally agree. I've been trying to add more events where players can better have choice for what to get. Just being completely random whether you win or lost isn't that fun for long. 

Do you mean the weird font? Nope, that is not a bug. 

This game could be absolutely phenomenal PvP. Let players encounter each other along the way within the usual progression. 

I just had idea that may or may not be crazy overpowered or really bad and dumb.

what if there was a crewmate or a special cargo that combines every 1 point cargo piece up to nine

So lets say you had 9, single point plated cargo pieces and you can combine them into 1 cargo with 9 points.

The same can be done with regular and spice and so forth, but only with the same type. 

Yeah I guess that could work. Couldn't really be a crew member as you'd need to trigger it at some point when to have the effect. Well of course the crew member could have some trigger for the effect to happen kinda like the rolling blanks fixes stuff but couldn't be all that common and would make more sense to let it be controlled more. I guess it could even be a pearl effect. Other than merging plated cargo, it seems kinda underpowered to me. I mean for example I'd rather take three ones over one three. You'd lose 2 damage dice in the trade and could only live through single 2 damage shot when before you could take two shots of any damage really. So I guess it could even double the value of the combined dice or something like that.

Hey, some feedback from me: 

* I wouldn't mind if the initial RNG is a bit "doctored". Like if the starting dice roll, first enemy cargo and the first loot are more favourable. I end up restarting runs that finish the first battle with less than 12 cargo points

* I noticed that the crew mate that upgrades cargo on blanks sometimes attempts to upgrade non-upgradeable cargo (pearls, special pieces, 9's)

* When some long ships pass by, they might disappear before they are completely off screen

So the overall start RNG and "bad starts" is a tough one. I don't really think doctoring it to be more favourable is really a solution. It would just move the goalposts of a "good start". I've more thought of incentivizing not restarting even one a bad start kinda like the whole whale mechanic in Slay the Spire. So unless you know, it's a brilliant mechanic where the gives you a reward on a start of a run if you've reached the first world boss on your previous run. The legacy trinket was my first attempt on treading the same line while also having the side effect of "one more try". I've thought of maybe adding like a hidden luck stat that'd increase if you were like very much below the "par" between levels and it'd give you more chance at getting good events.

I like the luck stat idea - gives me a reason to hope and to continue playing. 

I still think that reducing the spread in the beginning might be good. But it is also true that I generally don't enjoy so rng-heavy games

When I have Shin and Swab, they both say they decrease 2 incoming damage, but apparently those don't stack to decrease to 4 incoming damage.

Good point. You can't easily get dupes so guess it has slipped up. But yeah, they definitely should stack.

I've also noticed on a few runs that Wright no longer plates found cargo. That was the base 3 and then upgraded 3/4. Cargo just never got plated.
Then it started working again.

So it started working after the upgrade or just seemingly out of the blue? Seems to work for me in normal scenario at least. You do know that it only works for enemy loot dropped to water right?

Out of the blue. Didn't work before the upgrade, and  didn't start working until perhaps 4 encounters after the upgrade. Then it behaved normally.

Did you have lots of other stuff (ie. trinkets mainly) that might interact with it?

Sadly no screenshot but a strange bug: 

I had a math question which was like: reach 25 to get your cargo back. I made some addition as a first step like "2+3=" with the intention to get a 5. After selecting the "=", the right hand ship got a "6" dice which I found strange. I changed my calculation to calculate with this "6" but when I selected the 6-dice, it only entered as 5 in the equation...

Yeah weird. Looks like the numbers are all messed up visually when the dice are on the host ship. The values still remain what they should be but just show up wrong.

What's up with the girl in the yellow jumpsuit (?), how can you meet her? I'ven been asked about that girl a few times from the furfolk guy who's accompanied by the seafolk people

P.S. Not related to my question but the new bird animations are cute and I appreciate the effort that is put into the game with all the details, challenges and quirky characters to interact with (:

Wow, I thought the reference was obvious. 😱 Probably you're not as old as me and not that familiar with what it's referring to. Would it help if I'll tell that the frogs are aged teen and they moonlight as ninjas?

Oooh, how cute! Yeah, that helped :D But girl in the yellow jumpsuit... Is it just a lighthearted reference or can you actually meet her?

Cool cool! So yeah, just a lore reference for now at least just to add some variation to their message. But who knows, maybe at some later patch she might appear... 🤷‍♀️

Back at it again! This new update is great, I especially love the green pearl event and the endless mode rework(s).

I’m pretty sure the angel/demon fight reworks are recent as well, the ability to swap out crew members is greatly appreciated. Also, the doctor allowing for (seemingly) infinite upgrades is really nice for more scaling. The spy adds a lot more options to battling as well, and I like how it overlaps with the ability to bribe, making pre-battle decisions more important.

In terms of the green pearl event, I feel like there could be different possibilities of what occurs. Resetting is great especially the first few times, but I was seeing him so many times (I had three copies of The Mark) it felt kind of useless. I suggest either some kind of drawback (maybe losing a relic?), or a chance for other things to happen - losing or gaining cargo, etc. Same thing for the spy and the chest, since it is guaranteed to do nothing if all crewmates have already been upgraded once.

Some sort of anti-soft lock feature for the clam guy (do they count as a mini-boss?) would be nice, even though of course just reloading the game works too. Before I figured out the gimmick, he wasn’t dealing any damage due to a reduce damage taken crewmate, making it difficult to figure out how to prevent soft lock. Perhaps them increasing their damage by one each turn? Not entirely sure, it might get out of control.

I never got the genie to work, although once I noticed some Ös and connected to potential names of crewmates. Will try to pursue that line of reasoning. For some reason, “pearl” or “frog” are not valid answers, but oh well.

I only noticed a few bugs (besides for the easily avoidable one of clicking things too fast). The biggest one was the Handy figurehead not working, the birds flew over but then just continued going with the carpenter.

The prince never got rescued by the king, which may have just been unlucky or something to do with resetting with the event. The ability to have them walk the plank helped out with that, though.

Stealing the last piece of cargo from a ship through the spy doesn’t kill them immediately, but luckily they go down after being shot which luckily avoids soft lock.


Haven’t been able to replicate it yet, but something about the bird boomer combo killing the enemy almost instantly combined with clicking “fire” leaves the dice frozen on the previous screen until the next battle, also making me unable to avoid the angel fight. (Although, it seems as though mandatory divine being battles might be intended?)



I think these new balance changes are great and add a lot more endless potential to the game, and makes the early game much more enjoyable. It seems the constant reset ability just makes it really easy for overpowered builds to be created, whether from pearl relics, 2-3x upgraded diplomat, or lots of splash damage birds, all of which are understandably late game but also not easily countered. Thanks for taking the time to read all of this!

P.S. Are they called trinkets or relics? They seem to be referred to differently, like the “mimic” one says (or at least used to say) “relic” compared to the description of the “trinket collector”. Alright, that’s all. Love this game!

Thanks a lot for the thoughtful comment! ❤️

I didn't even mean for the green pearl event to be affected by the mark. It definitely shouldn't be as it needs to be more rare. At least not the same amount as the normal trinket event. And yes, they should be called trinkets. They're called relics in the game code but "should" be called trinkets everywhere where it's visible. Though this internal naming confusion has bled a bit to the descriptions too but now everything should be saying "trinket".

The divine being fights are not avoidable in the endgame. Just to make it pose more threats and potential run enders. The same for the clam boss really. The clam should be pretty much a counter to mass pearl builds but I guess it still isn't really a counter enough and the boss can still be a pushover with some combinations or just loads of birds. Birds overall might be a bit "too good" against plated dice and since the clam only has a single cargo piece, you don't even have the normal drawback of random targeting.

Maybe I just need to design an anti bird boss now... 🤔

You're on the right track for the wish event. Will for sure add pearl as a trigger word to it.  Gotta think about whether to allow "frog" or just "crew". Been thinking about increasing the letter pool from 9 to 12 too as just having 9 letters limits the options so much.

Meeting the king now with the prince might probably be too rare too just due to a bigger pool of possible events. Need to look into whether that chance needs to be boosted somehow.

Oh and do tell about the easily avoidable bugs (by playing too fast) if you know of any from the top of your head that you know how to reproduce. Ideally I would like to fix all those too.

One that’s been around for a while is if you click a bunch of dice quickly when choosing which one will take damage, as long as the enemy’s damage is greater than the dice number they will hit you multiple times, even without Boomer or multi-target crewmates. If they have a splash damage crewmate like Bob the splash damage affects your cargo as well. It’s a pretty useless bug, but makes it easy to die quickly in endless if you don’t want to reload the game, just by clicking a bunch of your cargo really fast. Only works if the damage taken is greater than the targeted cargo’s health. Probably something to do with the “attack X additional number of times” effect coded in the game.


Relatedly, after doing this and then trying to hit the “shoot”, “fire”, and “roll” buttons repeatedly, weird things happen - sometimes the enemy gets an extra turn, even shooting twice in quick succession, sometimes they shoot you while the dice rolling animation occurs, sometimes you get an extra turn. Not sure if the first bug is required to do this, but I think the game’s just struggling to process the back and forth attacks and overlaps them somehow. I once died while doing this and I think I had the ability to fire a shot on the respawn screen.


The same thing happens sometimes if you can defeat the enemy, but also hit the “shoot” button right before the “continue” button shows up. This one is a little harder to replicate, but when it works you sometimes get the “fire” option on a non-enemy event (I think I shot at the trinket collector once), but it doesn’t really do anything either. Depending on the next event, sometimes you can pass through that one and then skip the next enemy encounter, or occasionally you skip an enemy and an event and go right to the next enemy.

The first bug is generally detrimental, the second one is kind of neutral, and while pulling the third one off occasionally helped it’s difficult to pull off. Also because they require people clicking fast which is never necessary for battles, they don’t really affect gameplay, but they do exist. It should be relatively easy to replicate most of them, despite the effects appearing somewhat random.


Miscellaneous: When hitting the continue button early after bribing an enemy, the cargo sometimes overlaps with the crewmate or nudges them off the edge of the boat. 

Having a navigator give four/five directions to choose from does nothing (didn’t expect it to though), same with being able to loot more than six dice. Probably doesn’t count as a bug.

If a divine being’s powers overlap with another crewmate’s, nothing happens (maybe intended?)

The strike trinket, which “increases all outgoing damage by one”, doesn’t work with birds (also maybe intended?)

That’s all I can think of for now, maybe I’ll play some more and see if I can find any.  ;)

Once again, thanks for taking the time to go through all this. 

Tough to find the spot from the minified sources but I think I got it. This is probably the same issue that caused a soft lock for some other people too.

How does the math game work and is it always possible to win?

You just gotta use your dice to calculate to either target number. The targets are fully random so not guaranteed to be always solvable. 

Im curious what did Jake from Spacefarer games do exactly? I get the gist but I wanna know more lol

Got back into this game recently, and I really enjoy it, however the fishing event I think lasts way to long for such mediocre rewards. By the time you have many crewmates to get more cargo, it's mostly useless.

nevermind! COWABUNGA!

But yeah. It is still kinda slow and mid rewards (normally). Just waiting is never really that fun. Could probably cut down the wait times to at least half without it really affecting the "experience" that much.

Um? There's no more audio? This just started happening today when I logged in to play

Try hitting M and/or N on keyboard. I guess those shortcut mutes don't show up correctly on the menu.

The game soft-locked some 6 ships after finishing. The animation advances a bit when I hover the figures but it does not advance to the next battle.

Do you remember if it was a battle or other event that was upcoming there? Looks like it might be the same issue as here and this was said to happen after navigation event and picking swinger event.

There is most likely some unexpected unhandled error case happening there crewing/equipping the next "enemy" ship and that is then freezing the game. Haven't been able to repro this myself or find what may be the cause so any extra information you might have would be welcome.

If I remember correctly, it was an upcoming battle. I just got the figurehead before that.

for some reason,  if you beet the boss that shows up if you have too many pearls before the fight begins  (via birds) the font for after the battle doesn't reset.

Yay, a bug that doesn't completely break the game or soft lock you from progressing... I love those! 🎉😜

For some reason, after i gave my skeleton crew member to the doctor, he didn't just level up, my dice gained +1 to their max roll

Good catch! Looks like skeleton bard was able to affect its own level for applying more perks though the extra one(s) didn't appear on the tooltip.

I, uh, decided to try and spy on a ship with no cargo? I'm now stuck here for eternity. My fault for sending my angel to deal with an impossible task

Wait what!? How was there an enemy ship with no cargo?

no clue. I assume it's related to resetting the world too many times (since this boat was the one I got directly after I did my 14th reset), but it could also be related to my switching in and out of the tab quite a bit.

I had the same problem, I also think it might have something to do with playing in a reset? Or in my case, my parrots attacked and the cargo was gone and the ship should have gone down under but it was still there.

Hmm, weird! So was it a manual restart or the event that rewinds it back to start?

mine was due to the event

This is my end... I couldn't reach my pearls, so my birds would heal the plated as much as I could damage it...

How does the unlucky 13 mechanic work? I'm currently stuck in an infinite loop of enemy unable to damage me (crew blocks 3 damage), unlucky 13, enemy unable to damage me, unlucky 13...

How many cargo did the enemy have? Were they completely unable to do more than three damage ever? So unlucky 13 happens when your cargo totals up to value of 13 and it makes you miss your turn. Also happens when you roll 13 damage in which case it turns to zero instead. But there is a safeguard that breaks out of infinite loops and allows you to take your turn if the enemy can't damage you at all...

Was thankfully not infinite, was just really unlucky and it went on for about six minutes before stopping. Also, that adds a decent bit of depth into the combat.  Thank you!

Some end game content. Think I was pretty much unstoppable at this stage, this was about an hour after hitting 'the end'.

Mass birds + splash damage = the aircraft carrier strategy!

Big problem with the demon sequences is that if you have upgraded attack dice and can roll 3s. Its EXTREMELY unlikely to get the combonation unless you have a stupid amount of plated crates which I luckily did. Also the dice dont all fit on the screen, so I have to just guess.

Really fun, addictive game. I wish there was more progress that carrys over from runs so I feel like I can slowly weight the RNG in my favour. Really hope you keep developing this further!

Dang, those birds be dishing out some crazy damage!

So 2nd fight encounter I get this. Sin boy can loot 6 extra cargo pieces. I didn't recruit him after the encounter after 1st fight, but this seems a little over powering.



Hmm, true. I think those might need to scale up a bit with the encounter level too...

"The sea shows no mercy" >:)

Hha, very fitting 😎

I think that there may need to be a way to make sure that unwinnable  scenarios like this don't happen  (I had 3 dice at the start of the battle)

Well, you made the choice. The other crew member you didn't choose ends up on the enemy (upgraded). And this particular crew member gives them more cargo. So that's why it's so crazy second encounter.

The game got stuck here. I had beaten the 13 ships and kept going on until it got stuck here.

Which event was it (and what happened) when it got stuck?

Man, this is an absolutely incredible game! I'm already addicted to it. (why did you also have to make a mobile version :]) The are quite a lot of bugs, so I thought I could help by pointing to some of them.

Bug with the blank dice also occured to me, and I think, the cause is the "Split" trinket. It seems that game registers it like a 6-pin dice (but I'm not so sure).

Had an incredible run, but I got stuck in the trinketinator infinite loop (as shown in the screenshot above). I think this is caused by triggering the effect several times, and after the first sacrifice, you can just sacrifice the already sacrificed ones, leading into the absurd amount of trinkets on the ship.

Also, I should add, I think that trinketinator effect should be optional (It can ruin some crazy pearl builds, just because random Bob got that effect from the skeleton event). 

Had a "-" sign show up in the genie event, not sure it's a bug though (maybe for constructing names like "Q-man")

Sometimes, after winning the battle, random dice appears at the bottom of the screen (as shown in the screenshot above).

Divine beings fight becomes absurd in the late game, mainly because of the +1 to damage dice trinket. With that, it becomes even harder to get the right combination. Maybe, there should be some button to exit the battle with them. (One battle with them completely ended my *17 run)

Parrot + Spy combination can sometimes break the battle. (For example: if you kill an enemy with parrots, and press the "Spy" button while their death animation is going.)

It's a bit unclear what does "relics" in the "Mimic" trinket description mean. I guess it means all trinkets...?

I think, as I remember, spiced love cargo could drop from "Jake from Spacefarer Games". 

I'm really curious, how did you make the word recognition system in the French frog event?


I think it should be it for now, I'll extend this comment if I find or remember some other bugs or issues. Very good game man! Can't want for new updates! 

Wow, a big thanks for these. ❤️ Quite of lot of things that no one has noticed (or bothered to point) out that aren't even new from the most recent patch.

I think trinketinator being optional would make it too good. I kinda like having things with downsides so they pose as a choice for the player. Like in that case it would be the best choice to sacrifice Bob to get rid of that ability if your pearl effects were more desirable. I called trinkets relics in code and ended up calling them trinkets later on. Looks like some of my internal naming confusions have bled to the UI side too.

Genie event - dice is indeed coming from parsing the crew names. For the frog game word recognition, I have a list of all possible three letter words in a list.

Divine fights in the end game are supposed to be big threats and even run killers really. Allowing you to back off from it would kinda make them pointless and not scary. Guess the fight should show combinations of numbers your damage dice can roll (ie. take boost trinket into account).

I can't figure out the Jin.  I can spell words but can't end them and it's not possible to use all the letters in one word.

It ends automatically when a (recognized) word is made. I guess the words you’ve tried were something that doesn’t map to anything. It needs to be cre, trinket or something else that actually exists in the game. 

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