a campaign


i'm only gonna blame perfectionism a little bit for this one, but it *is* the main reason I didn't release this the same week as the last post. i'm just gonna live with only fixing the main "performance fucking sucks after 3 waves" bug - and of course, adding level select, with a bunch more demo-unique narrative content that'll lead up to the main game. 

so, the issues i'm currently trying to fix: your action bar doesn't update properly at the start of the turn, player statuses don't update properly, targeting breaks on the first action of a few particular waves (this was a bug i think i'd *already fixed* that broke itself again) - and judging by a few people who tried a build in-person, tutorialization and feedback isn't great. 

that last one wasn't unexpected, and was always the next obvious priority if i want this to be really playable at all but especially by someone who... hasn't played Mobius FF, though i didn't really expect the degree to which people will Just Press Buttons until they win (or lose) (though i *did* expect certain self-destructive behaviours. leave a comment below if you became a victim to your own whims) and it doesn't help that the demo's difficulty might be a bit harder for newcomers than intended, even/especially in the "tutorial" level. that's a difficulty curve i'll be stretching out in the basegame, and i guess it's given me insight on how i should be feeding progression to players as well. i'll still try my best not to yellow paint the game too much! there's gonna be a few popups at the start to tell you how the game works but I want to respect your intelligence enough to not DOOM Eternal popup with a guide on how to defeat an enemy the instant you meet the enemy.

alright, off i go back to the mines. hopefully the developer mines, not like... exploring the mines of gransys for 50 hours in a row lmao

Files

Inquisitor Demo 25 MB
Mar 22, 2024

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