Before I say anything else: I haven't played the main campaign yet so if I missed a mechanic, I'm sorry XD
This was cute. I like the premise for this mod a lot.One piece of criticism though: I almost missed out on the option to fight the cats for a non-poisoned wheel.Maybe it would be a little bit clearer if you got the dialogue option for that when you click on the normal wheel. (When the cat takes it back from you... somehow?)
I also feel like the combat was a little bit too RNG, since the crabs didn't seem to have any abilities (that I could see).Raising their chance to hit slightly (from 67% to 80-85ish?) might help even that out a bit until you add some mechanics that allow for more strategising.
Note for future viewers: these comments are on 1.2.0.1
Thanks for the comment - you're right, abilities are eventually planned but hard to balance/incorporate for the first revision.
Dont forget D:OS is very open! You can 100% just take a swing at the cat that stops you from taking the cheese without a dialog option.Dont let the dialog make you think it's the ONLY options. However, that is a good idea i might implement in the "anti steal" dialog, another option to do it via dialog just to let you know it's a valid option (because you will DEFINITELY lose if you just swing at the king, without dealing with him first, but thats hinted in the literature). Thanks!
I hope you guys stick with me for the added revisions to room 1 as well as two unique rooms to come!
this is fun! I think it also might improve things if there were clear pros and cons to each choice.Perhaps if you poison the king you get an easier fight but lose out on a reward he would give you if you gave him the good cheese?Perhaps some healing items?
Personally, I aided the rats because the cats seemed in league with the humans, and screw those guys, they want to eat us. D:
5 comments
This was cute. I like the premise for this mod a lot.One piece of criticism though: I almost missed out on the option to fight the cats for a non-poisoned wheel.Maybe it would be a little bit clearer if you got the dialogue option for that when you click on the normal wheel. (When the cat takes it back from you... somehow?)
I also feel like the combat was a little bit too RNG, since the crabs didn't seem to have any abilities (that I could see).Raising their chance to hit slightly (from 67% to 80-85ish?) might help even that out a bit until you add some mechanics that allow for more strategising.
Thanks for the comment - you're right, abilities are eventually planned but hard to balance/incorporate for the first revision.
Dont forget D:OS is very open! You can 100% just take a swing at the cat that stops you from taking the cheese without a dialog option.Dont let the dialog make you think it's the ONLY options. However, that is a good idea i might implement in the "anti steal" dialog, another option to do it via dialog just to let you know it's a valid option (because you will DEFINITELY lose if you just swing at the king, without dealing with him first, but thats hinted in the literature). Thanks!
I hope you guys stick with me for the added revisions to room 1 as well as two unique rooms to come!
Personally, I aided the rats because the cats seemed in league with the humans, and screw those guys, they want to eat us. D: