OK, well I may be forgetting some and I haven't finished it yet, so I may edit later.
1. In the third campaign, all the guardian boss levels (but not Oblivion) started with only a few seconds on the timer, causing the level to end almost immediately. This didn't happen on one occasion when I didn't place any points but I don't know if that's a coincidence or not, I may investigate again later.
2. The last campaign was FAR too easy. I put all the starting Cache for each level into points and quickly built up even more cache throughout the level until I was at the point where I was placing all the points at L7 at the start and still had a million or so cache left. I haven't finished the last campaign yet, but I can't imagine it can become difficult. Also, some levels are maybe a little too long, but it's difficult to judge because of the low difficulty.
3. On one level the text goes half a line or so off the screen. I've noticed that in general the text is much longer than in ID, maybe it needs shortening a little? I think sometimes a plot point is repeated more than is needed in one lot of text.
4. Maybe you could automate the L27 fix? I don't know if the ID source makes that easy. Have you tried giving up and just creating an entirely different level to try and remove whatever is breaking it? I appreciate that is quite a lot of work.
5. The version number not changing, as you said.
6. Oblivion got a little dull - it's so tough that you end up spending several minutes just performing charge attacks on it, or watching your points wear away its health. I don't think it was actually very difficult though - there seemed to be plenty of path left after killing it. Because of this, the music loops a few too many times as well. The music is certainly good boss music, but it doesn't really sound much like ID - the atmosphere is kind of different
7. The difficulty seemed to be set to 100 sometimes after a level. This does mean that some of my testing was done at 30 difficulty and some at 100.
8. I'm not at all sure about this, but maybe Pride point is now a little underpowered? I sometimes found that other points at similar levels were more effective, even when the path layout was ideal for Pride.
I don't want to sound too critical though - none of these spoil the game, and the new Oblivion point fits in nicely. I feel it is a bit dull against a boss though - you place it, wear the boss down to -300 then sell it. Also, should Hate points affect the sap amount? I can see why maybe they shouldn't, but I just wanted to check that this is intentional
Thanks for all the effort you've put in, hopefully more people will download it soon
Qwertus
Thanks for taking the time to submit feedback!
1) I must have missed that during my last testing run. It's one of the prevalent problems that I know I fixed multiple times, yet it always shows back up again.
2) I noticed that too, the tremendous amounts of cache you get kind of ruin it. However, note that Road To Oblivion is intended to be played at anywhere from 60~90 difficulty. I myself did all the playtesting runs on 100 difficulty, so I thought it was okay.
3) That only happens in the last level of the third campaign, where you fight Oblivion. The text as already been shortened--several times, but I think you're right in that many of the same storyline points are repeated.
4) Due to the nature of the code, no, I cannot do that. And simply recreating the path does not work--I've tried multiple times.
Think of it this way:
Each path in the game is given an index to identify it; that is, the first path is given index 0, the second index 1, the third index 2, etc. The game loads the paths through these indexes, not the actual path names (e.g."path27").
The problem is that index 27 is missing. And for whatever reason, when I try to recreate index 27, Game Maker refuses to do so and instead creates index 102. So in short, there's a missing index, but no way to replace the missing index.
5) I'll fix the version number, I promise. It shouldn't take me 5 seconds, but I keep forgetting.
6) The easiest way to do that would be to double its speed but halve its health, making the level go faster, but still retain the same difficulty. And yes, it is fairly easy--it just takes time.
7) That's a side-effect of something I should probably fix. It's caused by the difficulty for the boss levels being automatically set at 100, overwriting whatever value was there before.
8 ) I believe I reduced the Pride attack growth by about 20%, and decreased its "critical" damage by 4%. The reason that it's lowered though, is because in the bonus campaign, Pride can reach 999,999 damage with only 4 or 5 kills, which made it pretty ridiculous.
The thing about the Oblivion Point is true--it has no use once the boss is at -300 defense, other than its redirection properties. One idea that I've been juggling around with is to have it reduce less defense every time it hits the same enemy; for instance, it could reduce 50 with the first hit, 45 with the second, 40 with the third, etc.
The points highlighted in bold are ones I will make sure to fix in the next update, which should come in a few days or so.