House of Jigsaw: Masters of Art - Tom van der Pluijm
🎮 Soon available on Steam: Family Adventures Paris 🗼
Greetings, puzzle lovers!
We're happy to announce our own developed game: Family Adventures - Paris. Be part of an incredible journey with the Millers family, loving parents Peter and Emily, talented Jessica, and sporty Steven - as they travel to the French capital, exploring the beautiful streets and experiencing the culture, art, and history that Paris holds for them.
Get ready to turn on your brain and show your strategic skills by solving six different puzzletypes along the adventure of 50 mysteries. From exciting Match 3 challenges to tricky Hidden Object scenes, from challenging jigsaw puzzles to strategic Onet, Drag 'n Drop and Frogger. Each puzzle presents a unique call to test your observation, pattern recognition, and quick-thinking skills.
Hello! CM Dan-i is back (❁´◡`❁) Hope everyone had a great week :)
<Kingdom: the Blood> has another fascinating system, which is 'Forging Weapons!' Today, I will introduce you to the wonderful world of forging :D
Now, let's get right into...
What..? Level 9 ? I'm level 1! What am I supposed to do???
Does this mean I have to keep on fighting with my basic weapon set? 〒▽〒
(Reoccuring nightmare)
Amidst my shock, I heard a voice from above(actually, it was the devs).
"...Do the Missions..."
Missions, are quests that can be completed Daily, Weekly, and Seasonally. It's the most fast and efficient way to earn experience points and level up your character ✪ ω ✪
Now, let's check out some of the missions!
...
1. First Mission. Kill Zombies.
Luckly, I had to face herd of Zombies right next chapter.
In this level, you have to deal with zombies jumping out from everywhere.
I was genuinely scared here...! o((⊙﹏⊙))o. This must be the final boss of the level. What an amazing design!
Took care of it like a peace of cake. I've become quite good at fighting, haven't I? (❤´艸`❤)
2. Second Mission. Kill Human Enemies.
Moving on to the next chapter, I could encounter humanoid enemies alongside with zombies. This map also had many fascinating aspects... However! Clearing missions is our first priority.. so maybe next time!
So I fought...
I fought,.,
3. Third Mission. Kill Bosses.
And I also faced the zombie king.
His attack patterns are dynamic, so it's quite difficult!
Although I was unsuccessful at slaying the zombie king, I was finally able to reach level 10! (๑•̀ㅂ•́)و✧
I feel like I've grown tremendously in just one day ^_^ Next time, I'll definitely come back with 'how to forge and upgrade weapons'! See you later ヾ(•ω•`)o
This patch contains a fix for the problem with the forgotten music volume after a automatic reload many of you have reported! Furthermore, it contains various new features related to terrain modification, which required a new savefile format (8). Savefile format 7 is still supported.
The terrain now changes after disasters: * The terrain height around vulcanoes now increases after an eruption. For volcanoes in the middle of the ocean, this means volcanic islands. * Meteorites now create a crater in the ground. * Soil around volcanoes now become more rocky (less soft) after an eruption
Other changes related to disasters: * Made the ground water and temperature changes ater volcanic eruptions and meteorites strong at the center, but gradually weaker further away * Updated the meteorite notification * Fixed a crash that occurred when you dropped a meteorite and then skipped time.
The soil now recolors dynamically every 10 years: * After burning, terrain now becomes scorched for a while. * Grass no longer has a 'ground plate' of its own, but influences the soil color. This allows for more more gradual transitions, similar to the ones we already had for snow.
Improvements for the mutation mechanics: * Primitive plants (evolved from algae) can now also have fibrous roots, making it possible for land plants to emerge on wetter planets * Fins on top are now way more likely to develop * Animal diets are now way more likely to change * Instincts are now way more likely to emerge
More food balancing: * Carnivores are way more aggressive now, so they actually survive and can evolve on their own * Nerfed grasshopper mouths even further: they will drown faster and get even less energy out of soft plant tissue
Fixes to saving/loading * When saving a plant evolved from an alga, the seed type now is stored correctly! * Planet rings are now stored in the savefile * Fixed a problem where saving during a season with ocean level increase, and then loading again, led to the ocean level being even higher * Added 'slots' for a number of future ideas in the new save file format
Misc: * Fixed a problem where getting up the surface to breath took too much time for aquatic animals with blow holes, causing them to drown
I often forget to read comments below release notes, so if you have questions or bug reports, feel free to reach out via the Steam forums or thesaplinggame@gmail.com.
Did you know ❓Steam's algorithm prioritizes displaying games with a high number of Wishlists and Reviews. If you enjoy Lucky Teacher, please add it to your Wishlist now to help the game gain more visibility. Thank you all!
Based on the feedback from our players, we have made the following adjustments:
Modified contents:
[Physics]: Improved the physical collision of obstacles within levels. [Physics]: Optimized the collision detection accuracy of bombs. [Balancing]: Optimized the behavior logic of some enemies in "West Wild". [Balancing]: Reduced the spawn rate of small maps in the “Sing all night”. [UI]: Fine-tuned the display effects and fixed display bugs.
First off I'd like to thank everyone for their feedback. This patch is mainly addressing this feedback and updating the tutorial so it is a better experience.
Changes
Tutorial condensed into one act with changed visuals and text. This is still a work in progress.
Lollypop villain deck has removed "Load Up" and replaced it with "Guiding Shot". Load Up was fairly punishing to Rupture decks and scaled up faster with Tentacles and the other inherent micromissile buff cards. Guiding Shot is actually stronger for the cost, but should limit these issues.
Fixed Detonating tooltip, changing turns to time.
Fixed Combo tooltip, added that it is removed on recovery.
Improved the text on the "Pause on AI turn" option. This option wasn't clear enough and could be helpful to a lot of players.
Added a win percent to the run history.
In Act 2, fight 2, removed threshold from an enemy and replaced it with slow 3. This should give you a good target to attack first, especially for focus builds and make it less likely to see three attacks all at once.
Added the option to increase exceeds to Fame nodes. Exceed is one of the tools that helps you to deal with unlucky situations such as too many enemies attacking you all at once or bad draws. This is giving more access to them and in the future more options for exceed will be given.
Exceed Max HP cost removed. While it might come back later when Exceed is a more in depth system, for now it is better to have players feel more comfortable using Exceed. I can't wait to see the 8 exceed instakill deck.
Tweaked player HP up by 5 on the first difficulty. Between this and the Exceed changes you should have 9 more HP to help you survive an extra hit or two.
Made difficulties need to be progressed through. This should help guide new players to a better progression.
Improved the deck manager text to be more clear about the minimum deck size
What's next? The feedback has really touched on three places so far:
Difficulty - currently the game has a 30% win rate for newer players and around a 70% win rate for earlier testers. Monster Train has about 40% and Slay the Spire is around 10 to 15% win rate for the entire run. Since this playtest is the first two acts, I am looking to increase the win rate to about a 50-60% win rate for newer players. To do this I'm looking to improve the tools for new players, smooth out some knowledge checks and difficulty spikes and improve the clarity of the game.
Action economy - One of the main complaints has been a lack of opportunity to do actions or make choices as you are generally limited to one card play at a time and a sidekick activation every 10 seconds. Similar to the last point, I'll be looking at ways to put more options into the hands of new players, the start of this is the changes to exceed. This will also help with moments where three enemies are attacking you at once.
Getting to the fun - The other issue people have had with the playtest is bouncing off quickly. The core of fun is when you are flowing between enemy actions with a powerful deck and a grasp of the time system. One of the big goals will be making the time system more clear to help have those fun moments more and reduce the number of times you mistime a dodge and are hit.