src/states/Start.lua:5: variable 'rerquireLibrary' is not declared
Traceback
[love "callbacks.lua"]:228: in function 'handler'
[C]: in function 'error'
libs/strict.lua:30: in function '__index'
src/states/Start.lua:5: in main chunk
[C]: in function 'require'
main.lua:20: in function 'recursiveRequire'
main.lua:18: in function 'recursiveRequire'
main.lua:33: in function 'load'
[love "callbacks.lua"]:136: in function <[love "callbacks.lua"]:135>
[C]: in function 'xpcall'
[C]: in function 'xpcall'
So I did successfully play it, and I liked it much more than I was expecting! The art style is very charming, and I adore the airship music. It makes me feel like I'm playing Final Fantasy. Unfortunately the game balance needs a lot of work. I could have easily kept time frozen forever if I wanted to. There's also some oddities like the islands in the sky having no collision whatsoever. That was a shock when I tried to land on one, only to learn that my consternation about crashing into them previously was baseless! Either way, I was really charmed by this game, nice job.
Reminded me of early home PC games how things moved. Rushing in circles mashing X gets intense even if the game is purposefully moving slowly once enough guys start dropping.
Really cool game idea which is held back by its lack of challenge. Difficulty just doesn't really ramp up enough to match the player's ability to freeze time, and as another comment mentioned, it's super easy to freeze time forever by mining crystals while time is frozen, allowing you to freeze time even longer. One idea to fix this would be instead of just allowing the player to insert as many crystals as they want inside the machine, instead they are forced to put in a specific amount all at once. After the time freeze finishes, the player will have to wait a few moments to put in more. Difficulty should also ramp up while time is frozen. Maybe adding an important resource tied to killing enemies would add some more motivation for combat and so that people won't just freeze time for a while at the beginning when difficulty is low and stockpile on resources. Perhaps you could also consider adding some sort of hazard or enemy which threatens the ship. It would make the ship repair mechanic more useful (the ship rarely breaks as is, and it seems to do so at random) and would add a bit more tension to the combat.
As far as everything else goes, the presentation of important locations and information is clear and concise, the sprites are simple yet visually appealing, and the ship music is a bit of a bop (although it seems a tad too upbeat considering the circumstances). I would be interested in an improved version of this game.
(Btw, I got an error one time when trying to fire a cannonball right after boarding my ship while time was frozen. Might want to check that out if you continue working on the game from the current source code).
Nice concept, liked it! Once I understood how it works, I basically became invincible. Anyway, the mechanics are interesting and the game can be developed further to make it more challenging and diversified. For example, there could be several trees that get depleted and grow at different places, you could limit the amount of resources (weight) the player can carry etc.
Btw, it was a little hard to play because the window was bigger than my screen (1366x768). Anyway, I managed to play with just a little part cut off on my second monitor.
Error
src/states/Start.lua:5: variable 'rerquireLibrary' is not declared
Traceback
[love "callbacks.lua"]:228: in function 'handler'
[C]: in function 'error'
libs/strict.lua:30: in function '__index'
src/states/Start.lua:5: in main chunk
[C]: in function 'require'
main.lua:20: in function 'recursiveRequire'
main.lua:18: in function 'recursiveRequire'
main.lua:33: in function 'load'
[love "callbacks.lua"]:136: in function <[love "callbacks.lua"]:135>
[C]: in function 'xpcall'
[C]: in function 'xpcall'
As far as everything else goes, the presentation of important locations and information is clear and concise, the sprites are simple yet visually appealing, and the ship music is a bit of a bop (although it seems a tad too upbeat considering the circumstances). I would be interested in an improved version of this game.
(Btw, I got an error one time when trying to fire a cannonball right after boarding my ship while time was frozen. Might want to check that out if you continue working on the game from the current source code).
Btw, it was a little hard to play because the window was bigger than my screen (1366x768). Anyway, I managed to play with just a little part cut off on my second monitor.