Thx for your feedback Toro, pros and cons (because it's important to listen to players to improve our games).
(Mind, you have 5 times before loose your turn.)
Btw Hunter gives the reward of this quest, not Moore.
But maybe it's another problem: can you give me more details please?
Still I understand what you mean (especially in that case).
We are thinking about a way to balance this or make it useful (level up system maybe).
So in the last update, we splited the map. Transitions are not that good, but no more crash, no more lag and we made the map bigger (6x 1500x1500).
For example, Beetle has a strong shell, better hit somewhere else.
(Mind, we don't display enemy's health and armour in purpose.)
A kind of sandbox is planed in september.
I hope that I answered to your "questions" and that you'll finish that damned game. :D
It's the most important to us.The story is interesting. I'm actually hooked on it.
Food and water are expensive in purpose: postapo is about shortages, especially consumables (still, maybe weapons are not enough expensive).Food and water price is too high. One pistol is worth two sodas
You should train in the fire range room. It's easy when the needle goes from left to right. When it goes from right to left, it seems some people experience sometimes a kind of one pixel glitch.Never hit the special middle line during combat. I don't think I will ever hit it.
(Mind, you have 5 times before loose your turn.)
That bug has already been fixed. What version do you play?C4 quest from HUB is bugged. I could not get the reward from Moore (if there is one).
Btw Hunter gives the reward of this quest, not Moore.
But maybe it's another problem: can you give me more details please?
Respawning is a choice (and it's randomized): a postapo world is dangerous and never safe.Respawning mobs are annoying. I cannot move between 2-3 rooms without a fight. The subway is still not "safe" even if theoretically I've installed the turret.
Still I understand what you mean (especially in that case).
We are thinking about a way to balance this or make it useful (level up system maybe).
Initially, the map was only one big room (roughly 4000x5000), but it was unstable: the engine we use (AGS) is made for point n click and doesn't like big rooms.The world map implementation must be fixed. Jumping from one screen to another is absolutely no-go.
So in the last update, we splited the map. Transitions are not that good, but no more crash, no more lag and we made the map bigger (6x 1500x1500).
At start, enemies have no armour, so it doesn't matter (except it's easier to make critical on torso). But it's important for enemies with armour.What is the difference between hitting different body parts?
For example, Beetle has a strong shell, better hit somewhere else.
(Mind, we don't display enemy's health and armour in purpose.)
Yes, otherwise it would be a way to cheat a bit.Is the game speed influencing the speed of hunger and dehydration?
We already added content in v1.2 and v1.3.Are you planing more updates?
A kind of sandbox is planed in september.
Thx, good to hear. Np, as i said, we want to improve Dustbowl and progress for future games so all feedback are welcome and interesting.Edit: Don't get me wrong. This game is good but it needs some polishing.
I hope that I answered to your "questions" and that you'll finish that damned game. :D