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Test build and 2 new features.

🕑 Added 2020-11-29 08:53:10 +0000 UTC

Comments

Enlit3D

Thanks for the feedback. I like to comment on the "skip" a bit. By default, every effect requires user targeting confirmation, so after selecting every effect, there is that additional phase to pick your targets and/or skip. However, for some of the effects, such as Blocking, or self healing, or any grab actions, there is an obvious target or no target so I added a special case to skip that phase. I thought about not including this special case for grab actions, but I figured that more often than not, the player do want to use the grab actions and not pass the turn. So maybe having that additional picking phase causes more annoyance than the cases where it's useful. However, the ability to pass your turn while in a grab is too important due to the nature of the game. So I am considering an alternative design to achieve the pass turn effect: while in a grab, automatically drawing a Pass Turn card to well, do nothing.

GZ

So I've had the chance to play the current build quite a bit, thought I'd share my thoughts. I think the card system is ok, I personally prefer the old system much more because of the following reasons: If I get grabbed for an H attack, sometimes there is no choice but to use an escape card, and I hate that. There is no "skip" option on some cards. I also like that with the old system you could do any action on allies as well as enemies, including choosing grabs but I think thats coming soon. I really liked the pickup animation when you picked up an ally. What I do like is the the hex grid, it really helps movement. I also like the two features you added to this build for the ai. Other than the issues I mentioned in my other post I think the game is shaping up well. Having a ui toggle for ai actions would be nice aswell lol. Last thing I want to say is I love all the games you've done so far and I really like that you interact with the community. I try to bring as many fellow H lovers as I can here, thanks again for your work!

Enlit3D

By design, Exhaust cards do not refresh until the next rest point. You can think of them as "Per Day" abilities in DnD terms.

Climhazzard

I feel like the exhaustible cards should reset between fights. Not much else to comment for now.

Enlit3D

The new build runs fine for me (unfortunately), and it's rather unlikely the cards themselves are the underlying cause of performance problems. Is the lag spiky/periodic or does it start from the start?

GZ

Not too sure how I feel about the new card system but it will grow on me in time. The biggest issue right now is that this build is incredibly laggy. Last build was buttery smooth but this one is very choppy and unplayable in the current state imo. I assume the addition of the card system is causing all the lag. I have some concerns about the heavy amount of CC in the game (including the grab system), but I need to play with it more. I've also noticed that during standing H-moves, the camera is focused on the characters legs lol. Just curious, when do you think you will add the resolution and sound sliders?


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