Avoidance of micro-management has been a top design priority from the start. There is a bit of it but, for the most part, it's the bare minimum needed to play effectively. I may remove more of this when we get to our BIG CONTENT UPDATES stage by having the AI manage themselves further based on their personalities. It's something I've been wanting to add (more smashy windows and such), again wait for the BIG CONTENT UPDATES and we'll see.
Yeah Paranoid really has the most use, followed by Charming. The others are more niche but can still be valuable. Crap, I thought I got rid of all of those ones. I need the picture to fix it, maybe put it on imgur or something? Thanks! Woops. Not sure if it's worth it to fix this one. I know I went back and made it so the game recognizes it when you get the keys eaten by the alligator, then find an identical car. Alvis can turn into Old Alvis, I'm not sure how many people even ever see this. Also one of the songs in the game is only played if Old Alvis disappears on the toilet. I don't even think a fraction of a percent of the players have heard the song haha.
Nooooo! Please don't remove it - personally I think you have the right balance here. There are far too many games that either require obsessive degrees of knowledge in order to micro-manage and fine tweek, or at the other end you have games that are just an idle clicker with some interaction once in a while. This sits really nicely between the two and provides a wonderful experience that, whilst involved and requires some thought, doesn't overwhelm and detract from the fun gameplay. By all means provide greater autonomy for the other characters but don't remove the flexibility to take control and swap out equipment and roles etc. Have you considered how PC gamers (as opposed to just those playing on mobile) would take to the simplification and effective dumbing down? Just saying. Great game though......but you still need to strive for that last star! #
It's something I've been wanting to add (more smashy windows and such), again wait for the BIG CONTENT UPDATES and we'll see.[/QUOTE] I think it would be cool to do the window thing. You can make it that if you smash a window and leave, you would take a mandatory hit from the broken glass. That way there's a consequence to taking the easy way out of the building.
Really cool game although I am horrible at it. I feel a little overwhelmed with what choices to make for some reason, although I am sure the more I play the better I will get. I know others have mentioned this but if this ever comes to the Switch I would buy it again in a second. Physical release would be awesome.
Hello again. Can someone tell me what stat governs how quickly a character tires when swinging a weapon? Or if stats even affect that stamina? I'm guessing fitness is the obvious answer. But I'm not totally sure strength doesn't play a part. I'm thinking for example that a character with high fitness and low strength could tire quicker than one with high strength low fitness when swinging a heavy weapon like a sledgehammer.
Both strength and fitness equally contribute to how fast you can swing a weapon, and how much energy a weapon takes per swing is determined entirely by its effective swing speed. Fitness gets an edge over strength for pure melee, since fitness also gives you more stamina and makes you refill it faster. Strength's bonus is letting you pick up and throw heavier furniture. You'll want to max out both for a melee character for the swing speed, though if you have to pick one or the other fitness has an edge. That said I still prefer starting out with high strength, because furniture throwing is very valuable in the early game.
Clearly not a completionist gamer - anyone worth their salt would give a non-controller critical digit to collect all the stars! # Cool, thanks for clarifying, panic over. ##
Thank u again. So if I understand correctly, fitness increases stamina kinda like in Dark Souls how stamina increases your stamina bar which means more swings before exhausting yourself. Got it. Yes I find furniture very effective. I like to carry a shopping cart or whatever and run over 2-4 zombies to where they fall and then smash em. Seems like just dropping a zombie makes them weaker. One more question. Does strength also increase the damage of a swing? I was thinking from the beginning that's what strength was mainly for, but from what u said above, I'm guessing I'm wrong?
That ransom star comment is hilarious!! This is a more than complete release, anything added on via update is just icing on the cake.
Well, I just bought a black cat from a witch for almost all my remaining food. Im a little afraid. Lol Anyone want to give a spoiler about what the ouiji board does? After trying a few other things like that I decided not to touch it. I'm pretty crp at this game but still enjoying it immensely. Had that Ridiculous fishing guy mentioned before, and the creature Gr****? No idea what that is. And still died.
This is the glitch where I couldn't go anywhere at the first supply run because of the garbage around the car.
Strength doesn't increase swing damage. We may add criticial chance for strength later. Spoiler WHERE'S THE LOOT gives loot. WHO WILL BETRAY US reveals whoever has bad loyalty in your group. If no one does, it penalizes you. WILL WE MAKE IT TO CANADA gives a little bit of stats I think? I'm doing this from off the top of my head haha. Most of the results also nuke your luck, and you get some different choices if you're alone. Ok thanks, will look for this.