Appreciate the thoughts, if I eventually find the time to work on this some more, I'll make sure you get a special thanks credit. 😊
Robin Field
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This is crazy helpful, thanks very much!
Your statement at the end about expanding it is pretty much how I feel about it too, I think there are some big issues with how the material gathering works right now & most of the ways I can think about improving it pushes it closer to just being a worse version of noita. I think it definitely needs some ways to make what spells you get / how useful they are vary per run, at least.
I hadn't heard of Magicmaker or Mages of Mystralia, I'd like to check those out sometime.
( the rune halves the cost of the materials at either side of it btw )
Looks, sounds, plays good, and feels pretty authentic; something I've come to expect from your games!
a few nitpicks:
i found myself often spamming O as a fruitless way to speed up the intermission screens and, during game over, it caused me to instantly start a new game and lose my progress twice.
I wish the game would do that pacman style position shifting when you're turning corners without being fully in the middle of a tile, I got snagged a good amount while trying to get around fast.
It's possible that I just didn't pay enough attention, but I thought the enemy movement was quite difficult to predict, which became a little annoying for me in the later levels when trying to time my actions to where they are.
Can't believe this topic is so old already 😓
I wish I'd gotten further than I have, but it's still crawling forward whenever I get the time for it; the scope has now been clamped hard and I'm mostly filling in holes now, so the progress rate has been slowly getting faster.
Appreciate the continued interest, another speed boost for me. 😌
I'd like to keep it bundled for free with the original version like I had first intended, I guess it really IS Plagued Station 2:2 👀
I have been daydreaming about what I'd like to do with it on steam; but i've gotta get this sucker done before I can seriously think about that kind of stuff
thanks for your support!
Hey, appreciate that you're still thinking about it!
This is probably my largest personal project so far; it's hard to avoid dragging your feet once you get far enough into a project, as you may know. I've convinced myself that it'll be done, hell or high water, though.
The explorable map is about 95% laid out (regarding there are no massive changes from this point), and about 9x the size of the map in part 1 - I've got some things in the game that i'm pretty stoked to share once it's done, so here's hoping. ;)
thanks so much for the kind words, it really helps keep me motivated!
losing palfly happens during the biolabs boss fight, although i don't think i telegraphed it too well
i wasn't expecting any interest in the ost, but i'd happily put it up for download
i wish you luck with your own projects, your style is right up my alley!
:)
Thanks so much for playing! ;)
Environmental Station Alpha has been on my radar for a while but I haven't gotten around to playing it yet.
Sadly there pretty much aren't any secrets. I had some extra items in the game to be used for secrets but I was in such a rush to get the rooms done in time before the deadline that I just didn't have time to add any. (You can tell it's super rushed around the end as most of the rooms are just funnels that push you to the next location :S )
I have some plans for an extra location to visit, to wrap things up after the credits, that I'd love to add if I can find enough time for it.
Thanks for the feedback. :)
Thanks for playing, I'm glad you enjoyed it.
I think fading in some cool bladerunner synth while you're walking around the streets would be a sweet addition if I find time to do an update.
I believe the bounty hunter spawning was based on how high your bounty was, which increases when you kill bounty hunters.
Thanks for the feedback. ;)
I'm glad you enjoyed it! Thanks so much for playing.
You actually get one more chance with a shorter time limit if you let the timer run out; if you fail again the game goes to a black screen saying 'You blew it' and then boots you back to the title screen, which is pretty cruel now that I think about it.
This game looks and sounds super nice! The stereo effect with the ghost was a very cool touch.
I found the player very sluggish; which made dodging the ghost, especially when standing on a small platform or rocket, practically impossible most of the time.
I found that I couldn't move and the UI was missing once I got to a certain level; I thought it had bugged and played through it again but the same thing occured the second time.
A cute little game. :)
yup that seems to be the only strat. I think the difficulty is just a result of spending the time figuring out what to do/where to go.
I think this is kinda lame though and I'm gonna be pushing towards having more varied ways to win in future updates. Thanks for the response, dude! Feel free to let me know if you have any opinions on any changes/additions you'd like to see.