Great to have you back!
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Why not mix option 1, 2 and 3 and make a sequel? You'll be able to
- Continue improving on the mechanics you've conceptualized on this first chapter of Big Things Industries
- Still have the same characters with new introductions
- Take the story further without having to rely on old CGs and code you might not be able to make much sense out of
If you want to make a hard reset on the progression without taking the development of the relationships back you can even incorporate a "the machine went nuclear and sucked all the transformations back into it: everyone is flat and wants to get huge again!" type scenario.
I am a huge fan of your original work and only wished you had incorporated height growth and shrinking into the chambers. Hopefully there will be some more macrophilia in your next work <3
I'm a huge fan of the frequent updates to the game. I personally don't really like the implementation of the "enemy turn's recap" screen that fills the frame every time I end my turn as it covers something I really enjoy in this game: seeing how the cards the enemy plays physically affects both them and myself. Imo it's too big of a wall of text to read through at the end of each turn when I already know which cards the enemy has queued up before hand - it just ends up covering the changes. I suppose a setting to turn this info dump off would suffice. Anyhow, I love the new added cards and their amazing art. Great job on the update! Much love <3
Awesome! Can't wait for the mirror function. I understand that visually it would make sense to have the environment adapt to the scale of both the characters and the background according to POV but it's such a development trap... I'd totally be ok with a static background just as it is right now <3
As for the hand size I really thought we weren't able to have more than 7 cards in hand but I see now I'm wrong so I don't really see a need to have it explained in the tutorial. Thanks!
First of all, great game! Bang up job for an alpha 10/10
As for feedback:
- Even if I select "metric" in settings, the bio of the characters and intro stories still show imperial units
- During the intro stories, while the height comparisons to other physical entities are enjoyable, I'd love for it to reference standardized measurement units more often.
- The only way to advance intro stories seem to be with a left click. Pressing enter or space bar would be cool too
- I love the size flavor text you have incorporated into the tutorial explanations. Absolute banger.
- During gameplay, while the size delta is the only thing necessary for gameplay, I'd love for my character to be displayed in full graphics next to my opponent for a much more real size disparity representation... #height_comparison (even though I understand you wanting to play with perspectives)
- I don't find it very intuitive that whenever I select a card, the card that gets played is the left most card in hand with that same title
- Right now, when I hover over a card it doesn't zoom in enough for text to be readable. When learning about new cards I have to individually right click each one to read them. I admit the graphics are very intuitive and should allow for fast memorization of each card's effects, but I thought it should still be pointed out in favor of accessibility and responsiveness
- I don't think it was explained in the tutorial that the maximum amount of cards you can hold in hand is 7
- It's absolutely impressive that in a game of "growth" you've found an amazing way to be able to succeed at the game while playing from much smaller stature with cards that benefit that sort of gameplay
- The "Viscious Rivalry" card is awesome
- The way to exit the card compendium isn't obvious
- Every time I re-open the settings it seems to default to "Hybrid" measuring units
I absolutely adore this game and can't wait to see how it evolves into a fully featured card game! Keep up the awesome work