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e7th04sh

16
Posts
1
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A member registered Nov 09, 2025

Recent community posts

i don't know how to get negative reputation or either of secret endings :D

cool idea, neat execution - how about expanding in direction of competitive multiplayer vs humans and/or ais 

keep up the good work :)

oh, sorry first time i ended. i died maybe a three fgour times first but as soon as i got the chain reaction thing and triple money for blocks, it was done

lol i don't quite get why but on my first playthrough i killed my boss. i don't know what for exactly, except probably for flattening the mountains xd 

well, it's your game; i don't know if you need this kind of advice, but feel free to disregard it if it's unwanted, i'll tell you how I approach this subject myself

i just think that many people make games that work technically and never introduce anything that makes the game truly unique, which is a shame, because uniqueness doesn't mean necessarily your game is strictly better than others, it's just adding the 10% effort into the project to multiply entertainment you give the player, by giving them something new, even a little bit of variety goes a long way with those free browser games.

in case of 4x games there is this grindy loop - get lucky enough start, make the right decision din the middle to ensure you can snowball, then you just snowball to victory. especially the snowballing part is just mindless clicking. 

then again, it's often best to just complicate things a little bit at first, without solving the major questions from day 1. 

so personally i isolate the core concept in a game that is likely the culprit for tedium. often before you find a good idea how to make game interesting, you can start by turning one-dimensional aspects into multi-dimensional. for example in this case you have a single pipeline of territory+bonus providing armies, like original risk. 

how about this - make each territory offer different resource, how about this:
50% give basic resource A, 30% are giving either unccommon B or uncommon C and 10% give rare D, E or F. 

now, right now your armies are just numbers. you don't need to change that immediately, but you can create a few small differences. 

say. you can only add armies to 1+B tiles, so if you capture a B resource, you can add armies to more than one tile per turn. adding an army costs floor(armies/3) of A resource, so having more and more A resource has diminishing returns (slows the dominant players advantage snowballing) number of attacks you can performs is 2+2*C
rares give special options - each D allows you to freeze your own tile - can't be conquered until your next turn, each E freezes an enemy tile in the same manner (which also means enemy can't attack from that tile) F allow air transferring a stack between any of your two tiles
it's not that this idea is good in itself, but it adds compleexity which after implementing and play testing might inspire 

great :) anyway, you have this game working, don't you want to give it some unique mechanics now?

the game aesthetics are really cute

the wheel ain't random really

camera rotation is extreme for me

couldn't find out how to make poop xd

win conditions - are they implemented? if yes, they didn't work for me on my attempt

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thanks for this game :) i liked the tricky flower

game is fun, but I am not sure if it has much strategic depth. every buy counts so it feels like figuring out which buys are even worth it which are not and getting lucky enough with the shop

i don't quite get how this happens, but I have a cheap pad from Esperanza, it's mapping is not reported as standard, but it's almost standard. the shape keys are in wrong order, but that's not a problem... however the R2 or what you call it is sending right signal according to gamepad tester online, yet in the game it causes PAUSE. the only way to shoot I found so far is by clicking left mouse button...

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