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Messages - Teal_Blue

Pages: [1] 2 3 ... 24
1
Skyward Collapse / Re: Suggestions from Steam users
« on: Today at 06:03:39 PM »
I would second a vote for this too, or just some numbers (red, or blue) in the building types. I'm only in the tutorial but i forget what i built and for who.  :)  Haha, and did i make bread or bacon?

Its probably because of course i'm very new at this, but it would be a marvelous help! 
:)

-Teal


p.s. Thanks Pepisolo!!

3
Skyward Collapse / Re: Release Time?
« on: Today at 01:06:08 PM »
:) Haha, well, i can understand that. 


4
Skyward Collapse / Re: Release Time?
« on: Today at 01:04:13 PM »
Am hoping to get my copy from Arcen instead of Steam, so am watching the Store and the Skyward Collapse page.  :)


-Teal


5
Skyward Collapse / Re: Skyward Collapse Alpha 0.954
« on: Yesterday at 05:03:55 PM »
If you look at the post for .955 that is coming (not quite released yet) it looks like a new batch of woes has been added. This may be exactly what you need to break up the repetition of your game. But we won't know until the patch is out and you give it a try.

http://arcengames.com/mediawiki/index.php?title=Skyward_Collapse_-_Pre-Beta_Release_Notes#Alpha_0.954

Just a thought,
-Teal


6
Skyward Collapse / Re: Skyward Collapse Alpha 0.907
« on: Yesterday at 04:29:21 PM »
I'm trying to think of a way for it to be less of a boon and more of a 'the landscape just got seriously ravaged in a major way and introduced a lot of holes and chokepoints'.

This is just a thought... a 'drastic' thought, but still... What if there was a woe, that took everything, i mean everything except the red and blue town centers and made it all go away? Sort of a go back to Start, do not pass Go and do not collect $200?  :)

A sort of Super Do-Over?  :)

(At this point i am thinking it would probably have to reset all your turns as well... just to get it to the point where you still have a chance at getting XX points by the end of the round for the score-gated games. But that may not apply if not score-gating.)

Just an idea, but I'm dying to get a Woe idea in the game! (am i vain or what?) sorry  :(
Oops, i think i already got one, with the Paranoia woe. I just forgot, so maybe two now, maybe?

Actually, you know what? Its not really my idea, its LaughingThesaurus's, because what he said made me think of it! Anyway... just a thought, provided it sounds like it is worth something to the game and would shake things up pretty good.

-Teal

 

7
Skyward Collapse / Re: Skyward Collapse Alpha 0.907
« on: Yesterday at 01:48:48 PM »
I would rather see some of the woes affecting ruins (like collapse?).

If god removes ruins then it will be quick preparation for Norse and Greek lesser god will have hard time. He will need to watch around every corner if there are no giants incoming.



Ahhhh..........   


8
Skyward Collapse / Re: Skyward Collapse Alpha 0.952
« on: Yesterday at 01:46:48 PM »
:)  Cool, Thanks!!


9
Skyward Collapse / Re: Skyward Collapse Alpha 0.952
« on: May 21, 2013, 08:50:50 PM »
Quick Question:  Is the Nick Trujillo Comic supposed to have page 1 lead to page 2 and then to page 3...? You know, until its done? I think you said it was like 5 pages?

Anyway, the comic looks very cool!  But its only the first page and i didn't see a link for the second or third or other pages.

Sorry for all the questions, but just wanted the game to look its best, you all have done a really, really nice job! SC feels very complete and polished! Very Nice!!!

-Teal


10
Skyward Collapse / Re: Skyward Collapse Alpha 0.952
« on: May 21, 2013, 08:44:18 PM »
Cool!!!   :)

Looks Beautiful!!!

(Is that like too many, you know, !!! exclamation points?)   :)

-Teal


11
Skyward Collapse / Re: Skyward Collapse Official Trailer
« on: May 21, 2013, 08:37:54 PM »
Beautiful!!!!!!

Can i have one of those and a side of fries and a coke, please?  :)
-Teal
On Thursday :)


:)   Come Thursday, I'll be second in line waiting, right after Cinth of course.  :)

p.s. I thought about line jumping, you know, to like get first. But well... Cinth just said, "Hey, look over there!" and when i turned to see what he was pointing at, he like scooted right past me!
That is like totally unfair!!

:)


12
Skyward Collapse / Re: Skyward Collapse Alpha 0.952
« on: May 21, 2013, 08:22:32 PM »
There is a small mention of 'edicts' on the Q&A page posted May 02, (when edicts were definitely IN) but thought i would mention it now, since i don't think they are a part of the game anymore. A small snip is probably all that is required.  :) 

Sorry to mention all the typo thingies,
-Teal

p.s.  Its the 'And So Forth' part below the description of the tokens, The whipping switch part.  :)
Anyway, its very small and maybe people that don't know the game yet, might not even know what is meant by it and just read over it and forget it. But just in case thought i'd let you know.


"Bring me the whipping switch, boy."  In order to meet the criteria of your edicts

13
Skyward Collapse / Re: Skyward Collapse Alpha 0.952
« on: May 21, 2013, 08:14:02 PM »
Just a quick note that there is a typo on the game page for Skyward Collapse. In the 100% DRM Free area:

Its the 'In Our Those' line that seems to be missing something, or maybe has 'our' when you meant to take it out? Anyway, no harm meant, the page looks beautiful!  :)  And the trailer is super cool!!!  :)
Hope it sells millions!!!!   :)

-Teal




100% DRM Free!

This game works a bit differently from many of our prior titles. In our those, a simple license key check was required.

14
Skyward Collapse / Re: Skyward Collapse Official Trailer
« on: May 21, 2013, 08:08:42 PM »
Beautiful!!!!!!

Can i have one of those and a side of fries and a coke, please?  :)
-Teal




15
I'm thinking that adding in more woes to the game is very definitely a good idea (they do get a bit stale when you start seeing the same ones repeat often enough), but refining each group of them is important too, so this sort of thread is a good idea.


I cant comment too much on specific ones just yet, as I cant think of any that really are like super messed up or anything.   Though there are some that seem very situational, to where if they appear outside of certain situations, they effectively dont do anything.   Like that "collapse" one, I think it's called, the ones that makes mountains into hills and other stuff into.... other stuff.   I've had that one show up, but.... not have really much effect.  It's not that it didnt have alot of tiles to mess with, because it did, it's that messing with them simply didnt alter anything.  Terrain differences never seem to have enough overall effect on things as it is (not in my experience anyway), so this one just doesnt seem to do much.


This is just a post 1.0 suggestion, but what if the tiles later have different effects on different pieces, by that i mean, what if swamps slow siege wagons. and mountains slow soldiers, and pits slow bandits, etc... so what we are effectively doing on a small scale is giving weak points to each of the units. We could also throw in boosts as well if you wanted where mountains slow soldiers, but because of their marching stamina, they are very quick at moving through swamps, and pits slow bandits, but grasslands speed up bandits speed by 20% or something minor boost like that, so that all the pieces on the board have pluses and minuses to their use as they cross different terrain.  :)
In that way, the type of tile a piece crosses, or the strategy a player brings into focus as they move their pieces about have effects that we need to align as well. :)
Can i save my squad that is fighting the god over there by moving my siege wagons to attack the god? Or is going through those marshes going to slow me down so that i am going to lose my men over there before i ever get re-inforcements to them? (I don't know what units are good against what, but this is just a metaphore for using terrain and unit strengths and weaknesses on those terrains as an extra element in the strategy equation.  :)

So does it sound workable, or too crazy?
-Teal


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