- 8
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- 3
- Years
- Seen Apr 12, 2025
I like it. Any idea why the game runs very poorly when sped up? It just looks janky when moving and it especially bogs down when walking through grass.
I like it. Any idea why the game runs very poorly when sped up? It just looks janky when moving and it especially bogs down when walking through grass.
Appreciate the response. Unfortunately, that fix doesn't apply since all CPU cores are used, which should be typical for most PC users. The only explanation I've found online is the game was potentially created with an older version of XP that creates this issue, but I am not knowledgeable on any of the game creation portion so who knows. Either way, I suppose I'll just have to get used to the lag. I do enjoy the game, though, you did a good job here.I'm not sure what causes it, really.
Please could you write me the chets of the rare candiesHo appena finito il gioco. In realtà non arrivo alla fine di molti giochi per fan (di solito è più colpa mia che loro), ma questo mi è piaciuto molto.
Io sono uno che ama i personaggi, quindi avere un bel cast vario ha contribuito a mantenere il gioco interessante. Ho giocato con la musica disattivata per via della velocità, ma ho visto tutta la musica di Xenoblade con le capre che hai usato nei titoli di coda.
Non ci sono troppe lamentele, per lo più questioni relative alla qualità della vita:
- È fastidioso dover mantenere Spaccaroccia, Forza e Volare su un mon per progredire nel gioco.
- Personalmente mi piace avere la moderna condivisione di Exp, ma con le caramelle acquistabili (ho appena notato anche il codice) non ho dovuto macinare molto, quindi andava bene.
- Softlocked (intrappolato io stesso) una volta nella sezione finale della porta del puzzle. Apprezzo i file di salvataggio illimitati.
- Mi sarebbe piaciuta più documentazione (ad esempio sulle posizioni delle mega pietre), ma non ho controllato su Discord, probabilmente è tutta lì.
Mi sono piaciute molto anche l'arte e le forme regionali, complimenti.
Scusate la grammatica ma non sono inglesePer favore potresti scrivermi i forzieri delle caramelle rare?
Please could you write me the chets of the rare candies
A few problems to report. First, contrary to what the docs said, foongus doesn't evolve at level 30. I have the mystery gift foongus at level 33 as I write this. Also, when I set the default movement to 'run' in the options and I exit the game, it switches back when I play again.
Great game, though. Exactly what i've been looking for recently.
I've been having a pretty good time with the game so far, but I've run into a problem with Galarian Yamask. The documentation suggests it evolves after taking 49 damage, but I got mine to withstand more than that and it didn't evolve. Does the damage need to be exactly 49 or am I missing a step?
nevermind my badWhere can i get finneon? maybe you could tell where to find all of the regional forms cause im having trouble finding them
Riolu evolves at level 30 while G. Farfetch'd evolves with the move Swords Dance.How to evolve Riolu in this game?
and Galarian Farfetch'd?
Riolu evolves at level 30 while G. Farfetch'd evolves with the move Swords Dance.
Anyway, this game reminds me of a particularly infamous boss fight in Final Fantasy X. I won't spoil too much, but the fight's late in the game and it's preceded by a lengthy, unskippable cutscene. While the fight is pretty tough from the get-go, the boss has a particularly nasty move that's a total party kill if you don't know it's coming. If you do get wiped out, you have to watch that cutscene again before getting another try. All these factors come together to make one of the most aggravating boss battles in video games.
With that in mind, I'm seven badges into Photon, and so far it's had four such boss battles, with more expected. Granted, these haven't had the "instant game over" attacks that the FFX fight had, but they make up for it in sheer volume. Lately whenever I come up on a major plot event, the boss stops to tell me their life story before attacking me, then I get blindsided by attacks I didn't expect, lose the fight, and have to listen to their spiel before I can try again, and that's if I don't go back to train new Pokemon from scratch that hopefully don't get one-shot before they can move. Losing a tough battle repeatedly is frustrating enough without being forced to watch dialogue I've already seen between each attempt. While the speed-up function sort of helps with this, my resolve to continue is fading fast.
Now, I'm no script-writer or game designer, but if I wanted boss characters to have long speeches, I'd save them for after their fights. Less time gets wasted in lost attempts, and the story segments can bring down the tension after a high-octane battle. Then I could see the dialogue as a reward for success instead of a punishment for failure. With all that said, those are just my opinions; the developer owes me nothing and she should make the game she wants to make.
and Munchlax?Riolu evolves at level 30 while G. Farfetch'd evolves with the move Swords Dance.
Anyway, this game reminds me of a particularly infamous boss fight in Final Fantasy X. I won't spoil too much, but the fight's late in the game and it's preceded by a lengthy, unskippable cutscene. While the fight is pretty tough from the get-go, the boss has a particularly nasty move that's a total party kill if you don't know it's coming. If you do get wiped out, you have to watch that cutscene again before getting another try. All these factors come together to make one of the most aggravating boss battles in video games.
With that in mind, I'm seven badges into Photon, and so far it's had four such boss battles, with more expected. Granted, these haven't had the "instant game over" attacks that the FFX fight had, but they make up for it in sheer volume. Lately whenever I come up on a major plot event, the boss stops to tell me their life story before attacking me, then I get blindsided by attacks I didn't expect, lose the fight, and have to listen to their spiel before I can try again, and that's if I don't go back to train new Pokemon from scratch that hopefully don't get one-shot before they can move. Losing a tough battle repeatedly is frustrating enough without being forced to watch dialogue I've already seen between each attempt. While the speed-up function sort of helps with this, my resolve to continue is fading fast.
Now, I'm no script-writer or game designer, but if I wanted boss characters to have long speeches, I'd save them for after their fights. Less time gets wasted in lost attempts, and the story segments can bring down the tension after a high-octane battle. Then I could see the dialogue as a reward for success instead of a punishment for failure. With all that said, those are just my opinions; the developer owes me nothing and she should make the game she wants to make.