comments for Commit Murder On Walls
sort: go backTip: type "help" for the controls
developer response: thanks for the tip in case people need help :3
accidentally typed nuke
(am i cooked?)
s'okay, but its most unique mechanic is being a text adventure for inputs that could've just been buttons. I made it to wall 13 - as far as I can tell there's nothing else to unlock other than the next wall(s), and the core gameplay loop is a bit too simple to be enjoyable. there doesn't seem to be anything to work towards, like the next feature or a prestige or something, so the drive to keep playing runs out pretty quick. I'll give it a 2/5, because there's an idea here, but there isn't any rewarding or unique gameplay yet.
developer response: 1. i only know python, so sorry, idk how to use tmt too, so this is the best you're gonna get
2. 13 is pretty far tbh
3. im gonna make a story for this game and
4. im working on it.
wall puncher but console log and not very intuitive
wtf, im sure i didnt update it, why is is it in the "recently updated"
guys, its the end of CMOW, a buggy mess, its abandoned now, for new, scratch-made game, i might remake this.
developer response: jk, cmowre
like the idea but there's no layers or anything and logs should clear themselves every so often
developer response: this is old
I LOVE THIS GAME, ITS SO SIMPLE YET SO SATISFIYING <3
developer response: thanks! you can give me ideas in DMs if you want to!
stopping at wall 23 today
NameError: name 'h' is not defined on line 188 in main.py
welp :/
achevements should be achievements and i don't think there's an autosave
developer response: i cant make an auto-save ;w;... until the next update
theres a typo in wall 12 it should be "Void Hyper-Tungsten" instead of "Void Hyper-Tunsten."
aw man it restarted me :cry:
old logs are a memory sink god
currently at wall 20 what do you all think i can get to?
i like the idea and think its a good start, i think people would benefit from seeing the help command at the beginning of the game. or at least know its available. this is a somewhat antiquated format that people will need some instructions for. otherwise just needs more content. what are these walls protecting? if you're adding a story, add NPCs that offer upgrades. consider equipment slots and the ability to craft items to fill them. make walls drop resources you can use to make gear, make gear provide damage type bonuses that can hurt specific material types more. this can alleviate the need for your current method of scaling into exponents so rapidly. the fast scrolling of the log makes it hard to keep track of enemy hp and your current money, consider adding static UI elements that display these. your use of scientific notation, while necessary given the current rate of scaling, is really not good in this format because every number looks the same when there is no animation. if you use static UI elements to display EVERYTHING, even, this problem would be completely fixed. also i didn't look too closely but i believe when i was purchasing upgrades the upgrade cost was not what was displayed as i was frequently only able to purchase one upgrade when i had the money for both - after purchasing one, my available money would drop by more than the displayed upgrade cost. very interested to see updates, keep up the good work!
developer response: static UI is being worked on, but it wont be like you think, its just an auto-clear
also, void-tunGsten is spelled wrong
Very non-intuitive controls... For anyone wondering type "attack" to attack and "shop" to shop.
developer response: you can also type "a" to attack and "s" to go to shop, its text based, this was the best i could do.
why is there no save button
developer response: there is now, import and export
You really need to clear old logs, it's effectively a memory leak at the moment
developer response: idk how to do that, trinket probably doesnt support it