has a multi-rocket launcher that can be used at melee range without issues
Thanks for playing, mate, and especially thanks for the feedback.So, I finally finished it. The level that names the game ironically takes a while to appear and it's way easier compared to the damn tunnels, although with superb atmosphere. I think one of the things it makes it so easy is that most enemies here are too weak, or you're too strong by then to care:
-The Spy Drone is a novel idea, but dies in one hit.
-The Cargo bot can be backpedalled to death.
-The Guard seems fearsome... But he uses a silenced pistol. Against giant robots (wut?)
-Bosses are fine, of course.
And now, the spoilers. ENDGAME SPOILERS BELOW!:
+Funnily enough the super-trained human soldiers become scared when they see your bazooka, and yet regular gangsters will not mind much when you show that weapon.
+The final boss is somewhat hax and has a multi-rocket launcher that can be used at melee range without issues (thankfully, his aim tanks if you do that).
Soo, WTF was up with the ending? Or better said lack of it? Was the whole thing a dream from an edgy otaku teenager obsessed with building mecha toys who desperately hopes to be killed by Truck-kun and Isekaied? Would explain the nightmarish scenario and the ugly graphics. Either way it's sudden and with no explanation, except the loading messages at best, which I didn't consider it relevant.
What was up with that colony with the inane, out-of-nowhere teleporting puzzle? Was the accident something to do with portals?
What exactly happened in that ship? It seems the dummies are organic servitors, but those experimented by the Doctor went crazy and killed everyone, as usual.
The maintenance section was awesome, with the absolute zero visibility you had most of the time. In my case though, I wasn't able to find the key in the cafeteria, so I shot my way through most doors until I arrived to the Cargo Bay maze. Probably not the intention you had in mind with the Laser, but it worked like a charm.
Either way, I'm eager to play more. Hopefully next games lets you review whatever notes you collected in case you missed some crucial info.
Lastly, I didn't know about that Hisoku or whatever is called Steam game mentioned in the credits, but it looks cool. Good find.
negative
i faced him at point blank and he killed himself
THESE ARE NOT PORN MACHINES
That got a laugh out of me, I'll admit
A major update for DG which slightly expands the game content, adds another layer of polish and fine-tuning and fixes some of the common complaints;
- Fixed buggy event in the Gangland chapter which would load the trailer and demo/beta ending screen. If you ended up encountering this issue, simply load the savegame and re-enter that tile. Thanks to @lightbane for reporting this issue.
- Slight tweaks to the enemy stats and AI in the Ghost Ship chapter.
- Boosted the damage from suicidal attacks of certain enemy types.
- Tweaked the boss fight with Krutz by making him start hunting the player once he gets closer to him @ Gangland.
- Additional tweaks and fixes.
Considering that I've got a good hang on my own tools, I'm aiming for the January, but if I manage to pull this off earlier, then dis gon b gud.Can we have an approximate ETA? I doubt it will be done this same December, but a man can dream.
- Find a way to fix 'dancing around the pillar' exploit in the enemy AI;
- Tweak the battle with Jurgen Krutz to make him start hunting the player only when he gets closer to him (will be available in v1.0.5 on Monday);
- Tweak the stats/AI of grunts and bosses in the Ghost Ship chapter to make them more of a threat (will be available in v1.0.5 on Monday);
- Add a post-game hub with additional maps and a few more enemy types;
- Add an alternative ending branch to the Ghost Ship chapter;
- Replace 'Enemy/Player Turn' messages with something faster to speed up the combat;
- Rewire the text code to allow translation w/ font replacement.
Slight tweaks to the enemy stats and AI in the Ghost Ship chapter.
Add a post-game hub with additional maps and a few more enemy types;
Add an alternative ending branch to the Ghost Ship chapter;
Not really, just a small boost to each enemy type (base damage, accuracy, evasion), minor AI tweaks here and there (Carriers and Repair Bots act more aggro now), slight boost to damage from suicidal attacks and a slight bump to an occasional encounter trigger. I don't think it's going to throw that chapter into the 'hardcore' territory, but should offer bigger challenge to the player (and hopefully reach the same level as the first one).The guards replaced their dinky mecha-sized silenced pistol for a cannon, I bet.
Things will likely get "mind-screwy" at some point...
I don't remember fighting the latter. Still, I'll eagerly wait for the new update.Carriers and Repair Bots act more aggro now),
The latter enemy type is only present in the maintenance area. It's not that easy to encounter them, but I guess I should throw in a spy drone or two to keep you on your toes.I don't remember fighting the latter. Still, I'll eagerly wait for the new update.Carriers and Repair Bots act more aggro now),
This update addresses feedback about the difficulty in second half of the game and fixes a major issue in the major (yet optional) event in the Gangland chapter.
Changelog:
- Fixed buggy event in the Gangland chapter which would load the trailer and demo/beta ending screen. If you ended up encountering this issue and quit the game, simply load the savegame and re-enter that tile. Thanks to lightbane for reporting this issue.
- Slight tweaks to the enemy stats and AI in the Ghost Ship chapter.
- Boosted the damage from suicidal attacks of certain enemy types.
- Tweaked the boss fight with Krutz by making him start hunting the player once he gets closer to him @ Gangland.
- Additional tweaks and fixes.
In addition, there was a mistake on our part and Mac version of the demo has not been updated to v1.0.4a. An update has been released to address this issue.
The latter enemy type is only present in the maintenance area. It's not that easy to encounter them, but I guess I should throw in a spy drone or two to keep you on your toes.
I think games like these tend to have slow starts and long tails, so I should keep doing improvements, promoting it and bugging my customers to write Steam reviews. (wink-wink)Too bad your game so far is not known much yet. There's not even a lp in youtube when these tend to show up quite fast.
How exactly does the Spy Drone work? It supposedly calls other enemies but, since you can only fight one enemy at once, I don't know what happens if you let it alone several turns. Does it escape and then a stronger enemy shows up immediately? Does the drone increase the random encounter chance instead?
I think games like these tend to have slow starts and long tails, so I should keep doing improvements, promoting it and bugging my customers to write Steam reviews. (wink-wink
Whenever it calls for help, it slightly increases the chance of encounters within a certain radius. Generally it's recommended to smash them as quickly as possible, otherwise you'd better never walk into that room again.
I would be very thankful if you did.I could give it a try though.
* Fixed a critical issue introduced in v1.0.5 which wouldn't let players progress past the first chapter upon starting a new game.
* Fixed incorrect assignment of sfx and music volume in the main menu.
* Analyze function no longer shows approrimate target DC higher than max DC.
* Gates are no longer identified as switches if the player is travelling through the dark zone.
* Increased ambush chance from 20% to 30%.
* Removed a redundant option in the FPS Limit submenu.
- Fixed incorrect accuracy adjustment for explosive weapons;
- Adjusted the enemy AI to fix the infamous 'pillar' exploit. Robots now may call backup if you're nearby when they're about to leave and piloted RCS units will attempt to make that last rush towards you;
- Adjusted player's starting stats a bit to make the game slightly tougher and make your progress a bit more obvious as you collect upgrades;
- Added an accuracy penalty to attack ram response. It's slight, but should reflect the 'shit, that bastard almost got me' feeling and burn through ammo faster if used mindlessly.
- Add alternative ending level. Currently I'm done with plans for the majority of segments of it and started building it. It's going to be up to you to find how to access them.
- Expand the original ending a bit. There's been a nice puzzle in my design notes, but it didn't make it in the final game.
- Speed up the combat by replacing the 'ENEMY TURN/YOUR TURN' messages.