This is fun, but I think the bosses are too hard for three lives total to be a reasonable expectation for Normal mode.
Horatio Von Becker
Recent community posts
#bugreport
Idlewild doesn't seem to reset self-damage properly, at least if it's been damage-buffed. Problematic if something has been Rile Up.
The Bat badge may be related too.
(This is probably demo-only. Also, it was nonobvious from the game itself that the full version was available yet. Also also, I think a cool Modifier would be "start with Countdown Badge: must equip, makes all stones clear, adds Streak Ender to equipped spell". Probably rank-neutral?)
When I try to play from Firefox on desktop I get a firefox-UI popup saying:
html-classic.itch.zone
Error: Couldn't load project data at path ".". Is the .pck file missing? If you've renamed the executable, the associated .pck file should also be renamed to match the executable's name (without the extension).
and the game window just says
indirect call to null
in what looks like Unity's UI.
I've tried allowing cookies from itch.zone through uMatrix, which was the only thing it was blocking besides googletagmanager, but that didn't fix it even on a hard reload.
Help?
Okay, more nitpicks from an interested stranger who didn't actually know about this in time to back the Kickstarter:
*The dark-blue windows with light-blue trim look great. The light-blue with dark-blue trim, not so much. You probably have a much better idea of how to fix that than I do; gold borders feel insufficient.
--(Also y'all are almost certainly already familiar with the OKLCH color picker stuff, but if you aren't, possibly you'd find it interesting.)
*The zoomed-in menu icons for mech selection feel awkward. Probably the high-effort solution is a bunch of little icons, maybe possible to simplify to military-role/'rank weight and movement types' icons?
*The pointier mech cards in the combat UI feel less Obviously An Overlay. Presumably you'll be tinkering with this anyway.
Fall damage is negated when falling into water.
One way to deal with it, although walking an ultra off a skyscraper and being fine because you landed in a puddle is kinda funny.
So I finally made it through at least 1950 of the 1973 pictures in the Game UI Database's Dialogue page - it's being weird, so I don't know what 23 I'd be missing - but I haven't found the one I was most looking for, namely the snarking about a coffeeshop customer demanding satisfaction with a katana for not being allowed to have 10 espresso shots at once. Do you recall what that one's from?
My read is that "you're a team of edgy low-rent superheroes working for the MIB" is a fundamentally different proposition from "you're the serious urban fantasy equivalent of a PARANOIA troubleshooter team, i.e. entirely composed of the exact groups you're meant to be hunting, and very keen on not letting each other know about this". Not a minor aspect of the game at all.
Relatedly, I'm... pretty sure kaiju TRPGs exist, like ones where you play Godzilla and Mothra and so on, and I'm pretty sure Earth-based adventures for those would take some significant homebrew to make even vaguely compatible. If they don't, that just raises further questions!
Hm. I don't think this framework of play actually 'wants' to be compatible with any published module set on an Earth from 1850 to the modern day? For a not-even-obviously-adversarial example, OPERATION WEEPING MOUNTAIN is a module for CAIN, another urban fantasy investigative horror game, just one that frames the party as superheroes working for a shady secret organization.
Which doesn't seem compatible with a framework that presumes you'll be trying to hide which type of monster you are from the rest of the party.
Which is to say, it's a disconcerting boast.
EVA flight puts you just under the water surface OR 3 tiles above the floor, whichever is lower.
Isn't there normally a water level below the floor? That makes this sounds like a digging effect instead of a flying one.
When targeting a tile with two units, it now asks you to choose between them instead of affecting both.
Presumably this is for single-target effects, but is there some kind of orbital artillery effect that should hit both?
Implemented Brace. In order to prevent prompt spam, it only triggers when it would save you from structuring or when you would take at least half of your maximum health.
I thought you talked about having done that earlier, and it's optional? Also, a rules-as-written variant that probably isn't worth implementing: give the players a toggle for full promptspam.
disable editing character sheet during module downtime
Meaning you can't change your name, face, and backstory between same-campaign missions? Fair enough I suppose, although a flag to allow dramatic name changes is a feature I would appreciate.
*MAJOR SPOILERS*
Having fun so far, but one point of confusion leaps out: This apparently a town of 68 people, with no tourists. Why does the Mayor have any bodyguards whatsoever, let alone two? Why is either shop open after midnight?
Actually, I also want to know why the Mayor, if she's the monster's primary target, gets killed second instead of first or last. It's probably more satisfying if she can explain her motives, which is presumably why she isn't the backstory murder, but the monster choosing to kill her daughter first suggests a crueler axis of vengeance - murdering everyone she relies on, and leaving her to die alone.
Edit: Also, I might suggest that the highway going through Brandon's property was an attempt at rerouting after the original path proved non-viable. Dunno if that's more realistic? I definitely feel like a highway is a really expensive project for connecting a town of less than a hundred people, though. Maybe the population count was a typo?
Further edit: If the Mayor's office is right next to the sawmill, why did they have their argument in the sawmill? I'd presumed it was just, like, a halfway point, but unlike her office it probably doesn't have chairs and almost definitely doesn't have power. Was Brandon planning to murder her? A rusty old saw might kill someone if they fall on it, especially from a balcony or something, but probably wouldn't decapitate them fully.
Also, if Lana was cut in half from the crotch up, the Saw Hound's saw is both vertical (undefined in its description) and probably centered on its crotch or navel, which is, y'know, different symbolism from the center of the ribcage, which I think is the default for torso iconography.
Even further edit: I remembered a nitpick about the Pressure table - I do think that approximately every citizen in a rural American town would be clutching their guns as of the first gruesome murder, let alone the third.
...And I'm done! This was cool, overall; I enjoyed this peripheral look at an RPG I don't have the spare funds for at the moment.
Just looking at the preview material, I'm unsure if SABRE or Inner Furnace Meltdown ignore the stress overflow rules. Also kinda confused as to whether VOID's stronger settings include the weaker ones. (Wouldn't an implosion strong enough to pull in small objects also create a fairly deafening thunderclap, given that guns do and they have the benefit of a barrel to concentrate force? But the obvious read is that only the strongest is loud enough to bother espers.)
I was pretty sure the mage boss was elaborately failing to mention that the Enormous Mentor Bird was actually the Owl King, who wanted the battery for nefarious purposes. Which wouldn't make sense actually; the Owls are in charge of the whole facility until you kill them all. Maybe something else similarly nefarious.
This was a decent game. I think a 'skip cutscene' option, and maybe a run button, would have been big helps - the backtracking felt unreasonably padded, and the second bossfight was extremely frustrating because the death penalty was unusually large.