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Firstly, make sure the frog sages (Master of the Smooth/Rough) don't have anything else to tell you if you ask them for "knowledge." Excluding that, here are some ways you could be missing that last 1%:
1.) Have you unlocked every entry in the encyclopedia? Scroll through it and see if there are any missing enemies or characters; generally they're in order of where you can find them in the world (some more hidden than others).
2.) Have you purchased all of the upgrades from each of the frog sages (Master of the Smooth/Rough)? Remember, each playable character gets upgrades from both.
3.) Have you purchased a sketch from Rebecca for each playable character (at Stuckycon)?
4.) Did you unlock the dev room and purchase all concept art?
5.) Did you find all 12 magical weapons, including the one from Alni?
Good luck on reaching that 100%!
Finally had my A-HA! moment with this hint. Thank you!
Thank you very much !
By the way,the secret achivement "What is this place?" how can I get it>?
You will need to find one of multiple super-secret rooms hidden in hard to get to, unusual places in the maps. A few streamers have already found a couple of them, and we expect the community will work together to find most of them eventually : ) They are quite hard to find, which is why they don't count towards game completion percentage and you only need to find one for the achievement.
P.S. @GrimToadstool, you had a lot of detailed critical feedback in your review at hour 2.6 ("So, all in all Fallen Leaf is an okay game. but nothing more.") as the review currently rated most helpful. I'm curious how your experience was between then and hour 14.9, whether positive or negative? We're trying to take as much input as we can into potential future updates, so it'd be appreciated.
I've got an extended weekend with friends comming up. So, I won't have much time till monday, but aside from that, you can always PM me on steam or discord, if you want more details.
So far, I stand at the 99% and have completed the game once. My opinion hasn't much changed, the experience was good. Not outstanding, but it's 15 bucks well spent on entertainment.
As for my style of play, in the early game, I used Petal a lot, and from getting Pawla on, I pretty much almost only used her. Sometimes the alien for platforming, sometimes the spitter for combat. About half of the character roster I found completely almost useless, unless a special case applied. And even having them almost annoyed me. Because switching between characters is now more fiddly. Which leads me to one feedback I would have about the game and that is being able to disable characters and magic weapons, so they aren't selected anymore with the should buttons. I'd very much like that.
I'm very photosensitive and easily subject to motion sickness, so I'm pretty pleased there's no screenshake in the game to speak of and no bright flashes, except for the meditation frogs (which was still annoying, but I knew it was comming so I could look away).
That's as far as the objective criticism goes. On a "taste" note. I'm a mechanics player. I do not care for story. For me the ideal game in that regard is something like Deep Rock Galactic, it's a cohesive setting that is in the background and makes sense, but it never forces any "click through story" interaction upon you. So for me, the item quests and the social areas with far too many characters as well as the occasional dialogue heavy pea-people pickups were motivational low-points. Also I'm very glad about the skip-cutscene button. I'm not saying it's bad design on your part - I don't think it's bad, but it's something that doesn't appeal to me. (just like the old StarWars movies^^) Maybe you could give an option to distinguish important and unimportant NPCs with exclamation and question marks above their heads to make that part of the game less cumbersome. But for me, I think, there's too much NPC stuff going on.
On a very subjective level. I have a problem with animal cruelty. Especially with rats, because nearly every video game just adds them to abuse them. And that's the moment where I stop playing. (I'm fond of rats, I dislike cats though) As far as I know, you've not crossed that line, but downtown was a close call.
But yeah, with a lot of games, I have big extensive feedback. But with this one, it's actually quite little. I think the game is in a good place, there's not a lot that needs changing. I'm especially pleased with the amount of levels there are. But I would still buy a level-pack-dlc as the core gameplay is fun enough to play more.
Hope that helps
One like it is right now and one that makes you restart from the beginnign of the level once you die
with the lenient respawn system i never felt really challenged or pushed to play optimally there was no memorable challenge that i will remember
"I'm a mechanics player. I do not care for story." I think that sentiment is a good sign that the game won't be a perfect match for you, and that's fine -- story, vibe, and personality will always be a big priority for Fallen Leaf, and there's a totally different part of the audience that's reacted really positively to it (and even finds some aspects of the game *too* challenging). Hopefully your review helps inform folks who feel a similar way; there are lots of other games out there that fill the difficult challenge niche, and I love a bunch of them (huge roguelike fan.)
A bunch of people have suggested difficulty levels. I really like the idea (want to make it clear I'm not speaking for all three of us here, just my thoughts) and it would make sense to do something with checkpoints/death. I'm really enjoying Baldur's Gate 3 right now, Tactician mode is a big part of that; Balanced would be way too easy to keep my engaged, even though I love the story and characters, but of course I didn't go with Honour mode since I don't have time to lose literal dozens of hours to permadeath.
We're just three guys putting our first game out, so it's all a learning experience. Balancing and delivering one best version of the game is what we put our everything into, and I'm so glad that it exists and is getting played. Thanks for taking the time to respond and give your thoughts!
But let me caution you here. The game start off with a decent difficulty and the levels get a bit more challenging. I think so far that is quite okay. However, it's the progression that makes it easy. More hitpoints and mana made me care less about whether I get hit later in the game and that's where it's arguably too easy. Then again, you can't change the progression much without making it pointless.
Fiddling with lives and checkpoints is also somewhat backwards, as lives were a substitutes to the "insert coin" mechanic from arcade machines. It never worked well back in the 80s and 90s and I'm quite glad we're past that.
I don't think you'll quite reach a point where the difficulty is "better" without taking away other aspects of the game that are worth more.
What you might consider is embrace the map system and give players alternative "more difficult" routes. Maybe same levels with modifiers, maybe just more harder levels.
like super meat boys a+