Sure, it starts out all super light-hearted, revolving around a plot where a girl can only see others as robots… but then it takes a dive. A deep, deep dive into the ends of the universe. No, not even the universe. Even further. If I say any more I’m going to be spoiling things.
Seriously, this manga is crazy and I really, really love it tons. Give it a read. (It’s still ongoing, though.)
Seems like a lot of people recommended MEGA for the new file host. So, I’ve transferred Elemancers over, and as far as I’m aware Chrome no longer thinks that it’s a virus! So, if you haven’t played Elemancers because you were concerned about the malicious file warning, now’s your chance!
I know I just asked for a Linux version, but this one seems to be working just fantastically through Wine. (The Fantabulous Game won’t show text in Wine, which is why I suggested it for this game too.)
Thanks for the feedback! As I had a time limit on this project, I didn’t spend much time tweaking the controls to be comfortable beyond what I was happy with. My personal scheme is WASD for movement and QE for spell switching with the left hand, space for jumping and (,) and (.) for attacks with the right hand. However, the game is not very accommodating for any other control schemes, and I hope to fix that when I update it again.
I’ve had a few people talk about “slippery controls” but I’m not entirely sure what that means. I designed the controls to have the player be 100% in control at all times — there’s hardly even any momentum. However, if the lack of momentum is the problem, I can (hopefully) easily fix that in the next version.
Now, I have to digress for a moment to have this next response make sense. The format of the game’s going to eventually be a Super Mario World style world map, with branching paths and secret exits and all that jazz. However, for every one of the main wizards you rescue, you’ll have to go through a series of three unavoidable levels — Think “Wily’s Castle” style. These levels will also be some of the hardest of the game.
My point in saying that is that the only level in the game right now is a compression of the Pyromancer’s “Wily’s Castle” — Three of the hardest levels, compressed into one, with no tutorial or easing-in levels to speak of. This is probably the main reason for your feeling of “Get good quickly, or else” — you’re essentially being dropped straight in to part of the endgame! Hopefuly that feeling will be assuaged once I add easier levels in for you to get your bearings with, along with some sort of training room to get acquainted with all the wizards’ abilities.
As for the Fleshgolem (knight dude), I definitely agree that he needs a buff. The problem is, with his nature as a tanky character, he’s walking a very thin line between useless and overpowered. Because he can one-shot all the current enemies, he can’t attack too quickly or else there’d be no reason to choose the Mage. However, in his current state, the slowness and imprecision of his attacks make the Mage a much smarter and more enjoyable wizard to play as. I’ll definitely try out your suggestion of giving him instant throws, hopefully it’ll make him a much more viable character to play as. Although, not sure if I included this in the Readme, but one important thing to note is that he can throw the boulders in any direction, which makes hitting enemies above/below you a much easier task. Hopefully that’ll synergize well with a faster throwing speed, as arcless-horizontal throwing is quite a hard thing to do right now.
And as for the Linux versions, I can happily make them! I can’t promise ANYTHING about stability, as none of the people I have beta test things own a linux, but I’d be happy to also make a Linux version for Le Fantabulous Game v0.9.
This turned into a bit of a massive essay, so I’m sorry for that, but I wanted to respond to all of your points instead of just giving a generic “YOUR THOUGHTS WILL BE CONSIDERED” type post. Thanks again for all the good feedback!
Thanks for the response and clarification. You handle feedback very well. (You know how some people on the internet can be when it comes to feedback. :P) And yeah, it makes a lot of sense that the level is so difficult now!
Ah, when I talk about slippery controls, it’s because there’s a fair amount of inertia when you’re in the air - it’s easy to overshoot where you want to land because of how you accelerate and decelerate. It’s not super slippery, though, just a bit, and just enough for the player to have to retry at the platforming section a bunch of times.
And I’ll be sure to tell you if Linux releases break! Unity generally creates very nice, stable executables, though.