It wasn't very clear to me that pressing C to meditate would work outside of the upgrading platform.
NabsterHax
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I'm not sure how it all works behind the scenes, or maybe my suggestion wasn't super clear as I can easily imagine editing still working as the loop is running: If the PC is already beyond the edit point, it simply continues following the path as normal - it would only encounter an issue next loop. (This would theoretically work better than the current design, because if I try to edit my early path while the PC is running a later section of it, e.g. by adding a left then right movement, it breaks at the moment.) If it's before the edit point, it can pause when reaching the broken end like it does now at the end of the whole set (if you don't have autoloop enabled).
I imagine you'd have to do something like have each instruction essentially remember which tile it was originally placed on (or maybe the PC's tile when the action was invoked for interactions). There are *perhaps* some niche situations where you might want to shift the entire latter portion of the instruction queue in some direction, but especially with the current map design consisting mostly of 1-wide width corridors and very few open spaces, it's hard to see that making more sense most of the time.
Enjoyed my time with it! Got the demo ending and unlocked focus (though I'm not sure what that does!)
Most fiddly part by far is editing the queue. Trying to add just a small detour at the start of a longer path gets very confusing very quickly because all the later instructions still appear on the map and jump around even though they don't make any sense (going through walls and such). I mostly ended up just having to delete everything and remake it.
I think it would be a lot more intuitive and easier to use if the game left the parts after an edit in place (on the map) as a kinda broken end and "demanded" that the player made sure their edits reconnected to the start of that section for it to be useable.
Great demo. Core mechanic of sucking up sludge and seeing the area get cleaner is solid. I particularly liked the strategy involved in cleaning specific items/areas to gain the bonus coins in a level I couldn't 100% clean. Art is fantastic, and I'm eager/hopeful to see more locales to clean up.
A couple of criticisms:
1. Lack of variety in upgrades. Hopefully the full game has a bit more choice in terms of how to spend my money other than "longer, better sucking."
2. Balancing - the most time-efficient way to earn income in this demo is actually just to clean the first level over and over again. It was a bit sad to spend longer attempting to clean a new map and being rewarded with less money for my trouble, even when I tried to go for the bonuses as much as possible.
3. The processing minigame needs some work. There's not much advantage to speeding up the actual processing time, because it'll be done by the time you've finished a map, and having to press and wait several times to get it started is just pretty annoying. Have you considered instead a system where, for example, you limit the amount of raw resources you can process each cycle and offer upgrades to increase that capacity, or the conversion rate? That way you would incentivise the player to strategically upgrade their processing capabilities to balance their resources (money/processed currency).
Really sick prototype. My only complaint is that when I tried to buy up all the red cards and make some decent combos, I actually felt weaker than just keeping my deck small. The issue with a bigger deck is that it's both harder to get useful combos in any one hand/turn, and it takes more points to upgrade everything (unless you want a turn where you just get a bunch of useless cards). Ideally, I'd like to tailor which cards to bring each trial a bit more.
Overall, though, I'm super excited to see what you do with this. I like deck builders (and incrementals, ofc) but it's a bit sad that every deck builder out there is a roguelike where constructing a truly nutty deck feels more RNG than fun.
Super fun! Great gameplay loop.
One issue and one nitpick:
1. You can practically softlock yourself if you build too many things (houses, roads) around your starting trees before the game teaches you about the sawmill. Obviously you can always sail to a new island if you ever do it by accident but the game only teaches you how to do that later. My first try I just assumed I was stuck. I like that buildings are permanent, but you might need some safeguarding around that specific scenario in the tutorial.
2. It got annoying having to hold the button for upgrades when I had a bunch of money to spend, especially as you have to release and repress for each subsequent buy. Consider at least making it much quicker to buy upgrades that are very cheap relative to my total money (i.e. allow me to near instantly purchase a 50 gold upgrade if I have 1000 gold)
Other than that, will be keeping an eye out for the full release. Congrats on the great demo.
Super fun! I enjoyed being encouraged to try out different strategies to increase my income.
My only complaint was the anxiety induced by brain purchases, given that they're extremely limited and you NEED to hit a higher income rate to receive another one. It feels really bad if you made a poor decision early on and now can't buy a clearly superior upgrade to progress to the next brain. Even if you can't actually softlock yourself, the thought alone that I had was concerning. (I suppose some kind of prestige system would fix this, though!)
This is probably the best fan remake I've ever played. I can't really give enough praise for this, on both a technical level and just the sheer amount of love for this old game radiating from every part of its production.
This isn't just a remake - though all the classic LRR content is there. It's more akin to an expansion or even sequel. If you've come looking for a convenient way to play an old game on a modern PC (as I was) then prepare to have your socks blown off. Personally, I would've been happy with a somewhat janky reimplementation that was hacked together that mostly worked, but this is so, so, so much more.
I could probably spend hours listing off all the new and improved features of this remake, but I won't. In short, this isn't just a simple fan project. It's a fully-featured, polished and expanded package that, if it were officially sold as a remake/remaster, I would be incredibly impressed by the quality.
Props to Baraklava and any other contributors. My only hope now is that you don't suffer too much from success and see Lego come spoil the fun.