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NoIInIdiot

6
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A member registered Dec 27, 2018

Recent community posts

I really like this game, and I wanted to see if the point ceilings was due to me bad at the game or something deterministic to the ending. And ran some "perfect" simulations. So I first looked at the states of monsters spawned in per room (2-3) so that means when playing perfectly I'll have to use 2-3 actions per room. Next I wanted to see how many actions I'd spend traversing the room, if I took 1 turn vs going straight. The number of turns boiled down to either 9 or 10. So that means each room needs 11-13 turns to complete it. So already you'll need more turns to complete each room than it takes for a new one to spawn. This means the game will end without players fucking up. The patterns I tested:

1) 2 Monsters for each spawned room and you only spend 9 turns (nearest turns) to traverse the room. In this perfect scenario there are 3 possible ceilings player can hit... turn 44 (460-540 pts), turn 77 (820-900pts), and turn 98 (940-1020pts) The rest only have 1 ceiling when played perfectly.

2) 2 Monsters for each spawned room and you only spend 10 turns (straight paths/opposite turning rooms) to traverse the room.  Will hit a ceiling at turn 56 at around (480-520pts)

3) 3 Monsters for each spawned room and you only spend 10 turns (straight paths/opposite turning rooms) to traverse the room. Will hit a ceiling at turn 35 at around (260-300pts)

4) 3 Monsters for each spawned room and you only spend 9 turns ( nearest turns) to traverse the room. Will hit a ceiling at turn 35 at around 260-300pts.

These scenarios show:

1) With perfect play and RNG maximum player points are 1020

2) 3 monster rooms are a huge detriment to the run compared with 2 monster rooms

3) Too heavily focused on rng than player skill (or lack of)

4) Since there's a very low chance of a perfect run, the point ceilings might be determined by how close to the perfect run a player gets.

I think the fix for this would be making the turns needed to spawn a new room/monsters to be smaller than the actions needed to complete the room. Then putting more obstacles to give players choices/chances to fuck up. 

This is a really fun and good game, cant stress enough how much I like the concept.

think it might be happening because you can still do actions after dying if you're out of time and have left over actions.

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End score and main score don't always line up.

I wish there were checkpoints to make this a little less sadistic xD. Other than that this is a hilariously fun game!

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This game plays like a combination of toy commander and army men: Sarge's army, both of which were my two favorite games as a kid growing up. And it's incredibly fun to play again!