This is a quote from steam forums:
"We have also thought of Crowd Funding in the past. We tried to register Troubleshooter in Kick Starter very carefully. However, Kick Starter had a country list to apply for, and Korea(of course South Korea) was not included at that time. We had no choice but to register Troubleshooter in Crowd Funding exclusively for Korea. The fundraising amount was about 27,000$, and the result was a failure...
We would like more Global Crowd Funding to support Korean projects. I would be very happy if we could get Kick Starter's help when we try to produce a sequel to Troubleshooter. :D"
So, they tried crowd funding, but they failed. Inspite of the failure, they still finished the game. That is what I call determination.
This is a quote from steam forums:
"We have also thought of Crowd Funding in the past. We tried to register Troubleshooter in Kick Starter very carefully. However, Kick Starter had a country list to apply for, and Korea(of course South Korea) was not included at that time. We had no choice but to register Troubleshooter in Crowd Funding exclusively for Korea. The fundraising amount was about 27,000$, and the result was a failure...
We would like more Global Crowd Funding to support Korean projects. I would be very happy if we could get Kick Starter's help when we try to produce a sequel to Troubleshooter. :D"
So, they tried crowd funding, but they failed. Inspite of the failure, they still finished the game. That is what I call determination.
You can see that in that failed Korean-only campaign, they did raise a fair bit of money, but from less than 300 people. I have no idea how that compares to the level of support projects tend to get from that website. I don't know how big crowdfunding is in Korea, if at all.
https://tumblbug.com/troubleshooter
It looks like the korean crowdfunding campaign had included a beta test, and ~8 months afterwards they did launch EA on Steam - so probably they always intended to try and publish the game no matter what, and it wasn't a "fund our twinkle in the eye" request. They claim that development began in '14.
After this moderate success, you'd hope they can do a kickstarter for their next project or something. They'll need to spend a lot of time working it out though - there can be a ton of annoying bullshit when you have to set up a foreign bank account in a foreign language and tie it to your company (however they are registered in Korea), blah blah.
Their game has anime cuties, of course they will do better. Not to mention that I fucking despise everything anime and I'm still hooked on Troubleshooter.It kind of reminds the story of Troika. Troika devs also just wanted to create great games without dealing with financial stuff. I hope Dandylion will do better.
That's similar to what I'm already going for:Agreed, around then positioning and key defensive masteries become paramount. Keep your bonded ranged bundled up and supporting albus out in front creating chokepoints.
Try this grand swordsman albus based around block and forestallment and turn him to bad hombre:
Damn that game is good, just started it, at the same price tag you can get xcom chimera....There's a hell lot more things in troubleshooters and its a hell lot better and deeper at everything.I am jsut wondering one thing is it better to start on normal or hard ? Given its an asian rpg normal may means hellish.So far its pretty easy but only wiped the first gang.
One thing about challenge mode that some may or may not know is that it randomizes enemy masteries so you can potentially pick things up you may have missed like cauterize or receive others you might not get until much later. I didn't know this at first as I was playing everything in challenge mode and missing some masteries you otherwise probably would have gotten especially in the early/mid game but it can also work the other way.
One thing I'm curious about that you probably will know. I know that ultimately item selection revolves around stats and you can happily use a blue with the stats you want over an orange with a high attack for example but I came across something that said over the past year with crafting being more fully implemented that each troubleshooters potential best weapon and some other equipment now comes from reaching the pinnacle in crafting, is this correct?
the developer's reply:Someone wrote a perfect steam review:
"I wish someone cared about me the way the devs care about this game."
https://steamcommunity.com/id/Hzetsu/recommended/470310/
You can quit whenever you want during a mission and it will pick up from there the next time you load the game.My only complaint, from what I understand is that there is no mid-mission saving, but I could be wrong.
He blocks, dodges and counters just fine. Until he doesn't.I read that he dies a lot in the beginning, due to being melee, but he's been a beast. I learned early on that cover is vital. He has survived and dodged so many attacks that saved his life.
Thank you, the first statement is precisely what I meant. The last mission I did had 30 enemies, and I wanted to quit the game, but I didn't dare to. I thought that I would lose progress. Good to know that you can turn off the game and come back mid-mission.You can quit whenever you want during a mission and it will pick up from there the next time you load the game.My only complaint, from what I understand is that there is no mid-mission saving, but I could be wrong.
Or do you mean saving as in "saving to reload if something goes wrong"? The lack of it is a plus in my book.