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Author Topic: Weekly Seed #42 [Alpha 8] [Seed: Shotty Mayhem]  (Read 2598 times)

zxc

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  • 1st place in the Best Escapes category during Alpha Challenge 2015 1st place in the High Scores category during Alpha Challenge 2015 Shared a Confirmed Combat Win Shared a Confirmed Stealth Win Kyzrati Patron Bug Hunter Participated in the Alpha Challenge 2015 Achievement leader in at least one category during Alpha Challenge 2015 Wiki Contributor Weekly Seed Participant
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Weekly Seed #42 [Alpha 8] [Seed: Shotty Mayhem]
« on: May 26, 2016, 09:38:32 AM »

This week's seed: Shotty Mayhem

I heard you like high scores

The Weekly Seed is open to anyone, and we encourage you to to share your experiences, stories, and tactics over the course of your run.

The rules are as follows:
  • The Weekly Seed begins from the date this thread is posted and lasts about seven days.
  • Make sure you are running the correct version of Cogmind (see thread subject).
  • Enter the seed and abort your current game to initiate the seed (more details are below).
  • Verify you are not running the tutorial and that the screenshots below match your game.
  • Play through the game once. This is a friendly event and we are all honest people.
  • When finished, post your scoresheet here (it should be the newest file in /scores) and any other screenshots/stories/strategies you wish to share with the community.
  • If you want to share details about the seed or your approach, make sure you use spoiler tags.
  • Due to the spoilerific nature of this thread, be sure to avoid reading details about the seed if you haven't completed your run.

Good luck and have fun!





HOW TO ENTER A SEED

Press F1 to go to the MENU, select OPTIONS, select Seed, and enter this week's seed:




Select GAME, select ABORT:




If you have followed the steps [Manual seed applied: Shotty Mayhem] should display in the log window.

Congratulations on entering the seed, now get in there!
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Kyzrati

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Re: Weekly Seed #42 [Alpha 8] [Seed: Shotty Mayhem]
« Reply #1 on: May 27, 2016, 01:30:51 AM »

I streamed this one (VOD)--made it close to the surface but it came to a terrible end when I was surrounded in Research and had my launcher blown off before I could start using it. Still got to Access, but couldn't rebuild :(

It was a pretty straight shot to the end, though I did stop by the Data Miner.

Used a hybrid hacker-combat build.

Spoiler: Score: 14,781 (click to show/hide)
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Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

Decker

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Re: Weekly Seed #42 [Alpha 8] [Seed: Shotty Mayhem]
« Reply #2 on: May 27, 2016, 09:38:26 PM »

Some time ago I devised a nefarious plan to completely clear out Access. I set out to accomplish this noble goal in this seed.

I made a detour to visit Data Miner. Sherlockkat had mentioned that you could access the data stream by standing in Data Miner's spot. I bumped into him to shoo him away, then I stood two turns in his spot. Nothing happened. Then the guards shot the machinery. Drat. They nearly got me, too. I only had 57 HP upon entering the proximity caves. I survived with flight units.

I visited Extension. I tried the password that I got from Data Miner in the terminals around Cetus (I couldn't access Cetus itself since the door didn't open). It didn't work either. I'm a bit miffed. I had a tumble with the special guards in the Hub. Their EM gun is crappy when you wield it, but it's potent in enemy hands. I had to flee after losing half my pieces.

I finally reached Access and tried my plan. I extruded a large amount of rock using a launcher, then hid in a tunnel at the edge of the map. The shortest path to reach me was through the mined area. The enemy did go through there, but I vastly overestimated the amount of damage they would receive.

I had hoped to gradually mine rock after rock and destroy garrisons and engineers so that the robots would have to walk a long way through mined areas. Well, that didn't work.

There might be another way, though. That depends on how the game handles dispatched ARCs and programmers, and jump-over mechanics. Can a batch spawn if the previous batch didn't find me yet? If not, I thought about using disruption weapons to disable workers near a garrison entry. I know that the enemy can jump over each other in a straight line, but can they do it if there is a dense block of disabled units? If not, blocking the garrison with disabled workers could permanently trap a dispatch near the garrison.

Picture:
Code: [Select]
|...G...|
|---X---|
...XXX...
---------

If that doesn't work, I'll have to resort to hack the garrisons access points and seal them all quickly. That's pretty hard to pull off with a combat build.

Spoiler (click to show/hide)
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Sherlockkat

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Re: Weekly Seed #42 [Alpha 8] [Seed: Shotty Mayhem]
« Reply #3 on: May 27, 2016, 10:48:20 PM »

Quote
I made a detour to visit Data Miner. Sherlockkat had mentioned that you could access the data stream by standing in Data Miner's spot. I bumped into him to shoo him away, then I stood two turns in his spot. Nothing happened. Then the guards shot the machinery. Drat. They nearly got me, too. I only had 57 HP upon entering the proximity caves. I survived with flight units.

That's weird. I have done it several times and it has always worked for me. The only difference that I can spot is that I always use a weapon against the data-miner. Usually a melee weapon so that I don't damage the machinery by accident.

edit:
Quote
There might be another way, though. That depends on how the game handles dispatched ARCs and programmers, and jump-over mechanics. Can a batch spawn if the previous batch didn't find me yet? If not, I thought about using disruption weapons to disable workers near a garrison entry. I know that the enemy can jump over each other in a straight line, but can they do it if there is a dense block of disabled units? If not, blocking the garrison with disabled workers could permanently trap a dispatch near the garrison.

It would be hilarious if you can foil MAIN.C's plans by dumping garbage in front their garrisons  ;D ;D :D
« Last Edit: May 27, 2016, 11:05:17 PM by Sherlockkat »
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Kyzrati

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Re: Weekly Seed #42 [Alpha 8] [Seed: Shotty Mayhem]
« Reply #4 on: May 28, 2016, 01:56:25 AM »

Leave it to Decker to come up with a new and extreme strategy.

I had a tumble with the special guards in the Hub. Their EM gun is crappy when you wield it, but it's potent in enemy hands.
I think you're underestimating it, at least if you're expecting to use it against the Lightning squads.
Spoiler (click to show/hide)

I think you're going to have a really hard time stopping up all four garrisons, but I'm sure you'll try :P. I also think you'll end up having to seal them, since units can dispatch over each other to a range you're almost certainly incapable of realistically blocking.

Quote
I made a detour to visit Data Miner. Sherlockkat had mentioned that you could access the data stream by standing in Data Miner's spot. I bumped into him to shoo him away, then I stood two turns in his spot. Nothing happened. Then the guards shot the machinery. Drat. They nearly got me, too. I only had 57 HP upon entering the proximity caves. I survived with flight units.

That's weird. I have done it several times and it has always worked for me. The only difference that I can spot is that I always use a weapon against the data-miner. Usually a melee weapon so that I don't damage the machinery by accident.
Decker rammed him, which counts as an attack rather than a standard move, so when he stopped in the target location it didn't know to trigger the conduit link (which happens on a regular move). That's something I need to fix, so that it always works on ramming, too. In the current build, if you ram the Miner you may have to step away and back again for it to link up. (But sometimes it does work now, even via ramming, because he's up against a wall and ramming him may fail to push into his location, so he flees while you're still standing in front rather than on that location. Anyway, I'll get it to work in all scenarios.)
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zxc

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  • 1st place in the Best Escapes category during Alpha Challenge 2015 1st place in the High Scores category during Alpha Challenge 2015 Shared a Confirmed Combat Win Shared a Confirmed Stealth Win Kyzrati Patron Bug Hunter Participated in the Alpha Challenge 2015 Achievement leader in at least one category during Alpha Challenge 2015 Wiki Contributor Weekly Seed Participant
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Re: Weekly Seed #42 [Alpha 8] [Seed: Shotty Mayhem]
« Reply #5 on: June 02, 2016, 05:08:58 AM »

I decided to ignore the seed name and prompt, and tried a pacifist run. I reached -1 and couldn't find the exit... This is the second time this has occurred. I'm starting to think Kyzrati did something to the -1 level generation between Alpha 5/6 and 8.

Code: [Select]
Cogmind - Alpha 8

Name: zzxc

---[ CORE DESTROYED ]---

 Performance
-------------
Evolutions (9)             4500
Robots Destroyed (0)       0
Value Destroyed (50)       50
Prototype IDs (11)         220
Alien Tech Identified (0)  0
Bonus (0)                  0
              TOTAL SCORE: 4770

 Cogmind
---------
Core Integrity             0/1600
Matter                     300/300
Energy                     25/50
System Corruption          13%
Temperature                Cool (0)
Location                   -1/Access

 Parts
-------
Power (4)
Propulsion (9)
Utility (10)
  Enhanced Optical Array
  Advanced Terrain Scan Processor
Weapon (2)

 Inventory
-----------
Enhanced Optical Array
Advanced Signal Interpreter

 Peak State
------------
Power
  Particle Reactor
  Improved Deuterium Engine
  Particle Reactor
  Light Anti-Matter Reactor
Propulsion
  Experimental Cesium-ion Thruster
  Improved Field Propulsion Drive
  Impulse Thruster Array
  Diametric Drive
  Q-Thruster
  Q-Thruster
  High-density Centrium Heavy Treads
Utility
  Enhanced Optical Array
  Advanced Weight Redist. System
  Advanced Heat Sink
  Advanced Transmission Jammer
  Advanced Terrain Scan Processor
  Advanced Weight Redist. System
  Hacking Suite
  Power Amplifier
  Advanced Transmission Jammer
  Power Amplifier
Weapon
[Rating: 145]

 Favorites
-----------
Power                      Particle Reactor
  Engine                   Light Ion Engine
  Power Core               Neutrino Core
  Reactor                  Particle Reactor
Propulsion                 Armored Leg
  Treads                   Light Treads
  Leg                      Armored Leg
  Hover Unit               Improved Anti-Grav System
  Flight Unit              Experimental Cesium-ion Thruster
Utility                    Enhanced Optical Array
  Device                   Advanced Heat Sink
  Processor                Enhanced Optical Array
  Hackware                 Hacking Suite
  Protection               Layered Light Armor Plating
Weapon                     Neutron Missile Launcher
  Launcher                 Neutron Missile Launcher
  Special Weapon           Plasma Cutter
  Special Melee Weapon     Dirty Datajack

 Stats
-------
Bonus Breakdown            0
Classes Destroyed          0
NPCs Destroyed             0
Best Kill Streak           0
  Combat Bots Only         0
Matter Collected           798
  Salvage Created          0
Parts Attached             66
  Power                    14
  Propulsion               25
  Utility                  23
  Weapon                   4
Parts Lost                 44
  Power                    9
  Propulsion               17
  Utility                  16
  Weapon                   2
Average Slot Usage (%)     63
  Naked Turns              3
Spaces Moved               7645
  Fastest Speed (%)        1000
  Average Speed (%)        340
  Slowest Speed (%)        83
  Overloaded Moves         0
  Propulsion Burnouts      0
  Targets Rammed           0
  Cave-ins Triggered       0
  Teleports                0
Heaviest Build             74
  Greatest Overweight (x)  24
  Average Overweight (x)   1
Largest Inventory          4
  Most Items Carried       4
  Average Items Carried    3
Core Damage Taken          1937
Average Core Remaining (%) 94
  Depth 10 Exit            93
  Depth 9 Exit             91
  Depth 8 Exit             100
  Depth 7 Exit             98
  Depth 5 Exit             173
  Depth 4 Exit             100
  Depth 3 Exit             98
  Depth 2 Exit             100
Volleys Fired              2
  Largest                  1
  Hottest                  49
Shots Fired                2
  Gun                      0
  Cannon                   0
  Launcher                 2
  Special                  0
  Kinetic                  0
  Thermal                  0
  Explosive                2
  Electromagnetic          0
Shots Hit Robots           0
  Core Hits                0
Overload Shots             0
  Energy Bleed             0
  Heat Surge               0
  Short Circuit            0
  Meltdown                 0
Melee Attacks              0
  Impact                   0
  Slashing                 0
  Piercing                 0
Damage Inflicted           0
  Projectiles              0
  Explosions               0
  Melee                    0
  Ramming                  0
  Kinetic                  0
  Thermal                  0
  Explosive                0
  Electromagnetic          0
  Impact                   0
  Slashing                 0
  Piercing                 0
Self-Inflicted Damage      123
  Shots                    2
  Rammed                   0
Highest Temperature        347
  Average Temperature      89
  Shutdowns                1
  Energy Bleed             0
  Interference             3
  Matter Decay             0
  Short Circuit            0
  Damage (minor)           0
  Damage (major)           0
  Damage (core)            0
Highest Corruption         13
  Average Corruption       3
  Message Errors           0
  Parts Rejected           1
  Data loss (map)          1
  Data loss (database)     3
  Misfires                 0
  Misdirections            1
  Targeting Errors         0
  Weapon Failures          0
  Depth 5 End              2
  Depth 3 End              3
Haulers Intercepted        0
Robots Corrupted           0
Robots Melted              0
Power Chain Reactions      0
Tactical Retreats          50
Communications Jammed      174
Parts Field Recycled       0
  Retrieved Matter         0
Parts Merge Repaired       0
Drone Launches             0
  Drone Recoveries         0
Derelicts Assembled        0
Traps Triggered            0
  Indirectly               0
Trap Hack Attempts         0
  Triggered                0
  Disarmed                 0
  Reprogrammed             0
  Reused                   0
Data Cores Recovered       0
  Used                     0
Machines Hacked            31
  Terminals                24
  Fabricators              0
  Repair Stations          0
  Recycling Units          0
  Scanalyzers              1
  Garrison Access          3
Total Hacks                78
  Successful               20
  Failed                   55
  Catastrophic             11
  Database Lockouts        0
  Manual                   14
  Unauthorized             0
  Terminals                63
  Fabricators              0
  Repair Stations          0
  Recycling Units          0
  Scanalyzers              3
  Garrison Access          4
Terminal Hacks             23
  Record                   3
  Part Schematic           1
  Robot Schematic          0
  Robot Analysis           0
  Prototype ID Bank        1
  Open Door                3
  Level Access Points      0
  Branch Access Points     2
  Emergency Access Points  1
  Machine Index            0
  Terminal Index           0
  Fabricator Index         0
  Repair Station Index     0
  Recycling Unit Index     0
  Scanalyzer Index         0
  Garrison Index           0
  Alert Level              0
  Unreport Threat          0
  Locate Traps             1
  Disarm Traps             0
  Reprogram Traps          0
  Dispatch Records         0
  Maintenance Status       0
  Security Status          0
  Surveillance Status      0
  Patrol Status            0
  Transport Status         0
  Investigation Status     0
  Extermination Status     0
  Reinforcement Status     0
  Assault Status           0
  Garrison Status          0
  Intercept Status         0
  Recall Investigation     0
  Recall Extermination     0
  Recall Reinforcements    0
  Recall Assault           0
  Hauler Manifests         0
  Registered Components    0
  Registered Prototypes    0
  Zone Layout              6
  Sector Layout            0
  Machine Controls         0
Hacking Detections         28
  Full Trace Events        10
  Feedback Events          2
  Feedback Corruption      2
  Feedback Part Disabled   0
  Feedback Blocked         0
Trojans Installed          0
  Terminals                0
  Fabricators              0
  Repair Stations          0
  Recycling Units          0
  Scanalyzers              0
  Garrison Access          0
Fabricators Overloaded     0
Garrisons Disabled         0
Garrisons Compromised      0
Robot Schematics Acquired  0
  Robots Built             0
  Total Robot Build Rating 0
  Robot Fabrication Matter 0
  Robot Fabrication Time   0
Part Schematics Acquired   2
  Parts Built              0
  Total Part Build Rating  0
  Part Fabrication Matter  0
  Part Fabrication Time    0
Parts Repaired             0
  Part Repair Time         0
Parts Recycled             0
  Recycled Matter          0
  Retrieved Matter         0
  Retrieved Components     0
Parts Scanalyzed           2
  Part Schematics Acquired 1
  Parts Damaged            0
Robot Analysis Total       0
Robots Rewired             0
Robots Hacked              0
  Non-combat               0
  Combat                   0
  Parse                    0
  Link                     0
  Rebooted                 0
  Overloaded               0
  Assimilated              0
  Manual                   0
  Secondary                0
Robot Hack Failures        0
Allies Hacked              0
Hacks Repelled             0
Total Allies               0
  Largest Group            0
  Highest-Rated Group      0
  Highest-Rated Ally       0
Total Orders               0
  STAY                     0
  GOTO                     0
  ROAM                     0
  FOLLOW                   0
  GUARD                    0
  AID                      0
  BUILD                    0
  TUNNEL                   0
  DROP                     0
  PICKUP                   0
  COLLECT                  0
  EXPLORE                  0
  RETURN                   0
Terraforming Orders        0
  Walls Built              0
  Walls Tunneled           0
Ally Attacks               0
  Total Damage             0
  Kills                    0
Allies Corrupted           0
Allies Melted              0
Peak Influence             65
  Average Influence        12
  Final Influence          0
Maximum Alert Level        0
  Low Security (%)         100
  Level 1                  0
  Level 2                  0
  Level 3                  0
  Level 4                  0
  Level 5                  0
Squads Dispatched          16
  Investigation            10
  Extermination            2
  Reinforcement            3
  Assault                  1
  Garrison                 0
  Intercept                0
Derelict Logs Recovered    7
Exploration Rate (%)       27
  Regions Visited          20
  Pre-discovered Areas     0
Garrisons Visited          0
  Relays Disabled          0
  Generators Disabled      0
Network Hubs Disabled      0
Actions Taken              8412
Turns Passed               3275
  Depth 11                 22
  Depth 10                 74
  Depth 9                  129
  Depth 8                  73
  Depth 7                  352
  Depth 6                  579
  Depth 5                  652
  Depth 4                  168
  Depth 3                  355
  Depth 2                  248
  Depth 1                  623
  Scrapyard                22
  Materials                276
  Factory                  604
  Research                 603
  Access                   623
  Lower Caves              478
  Upper Caves              91
  Proximity Caves          322
  Zion                     30
  Extension                226

 Prototype IDs
---------------
High-density Centrium Heavy Treads
Improved Flight Unit
Improved Cesium-ion Thruster
Experimental Cesium-ion Thruster
Improved Field Propulsion Drive
Improved Medium Laser
Heavy EM Shotgun
Neutron Missile Launcher
Quantum Shading Machine
Dimensional Manipulator
Advanced Salvage Targeting Computer

 Alien Tech Recovered
----------------------
None

 Route
-------
-11/Scrapyard
-10/Materials
-9/Materials
-8/Materials
-7/Factory
-7/Lower Caves
-7/Lower Caves
-6/Factory
-6/Lower Caves
-6/Lower Caves
-6/Zion
-5/Proximity Caves
-5/Factory
-5/Extension
-4/Factory
-4/Upper Caves
-4/Upper Caves
-3/Research
-2/Research
-1/Access

 Game
------
Seed: Shotty Mayhem
^Manual?: 1
Play Time: 122 min
Sessions: 1
Mod: N/A
Game No.: 97
ASCII: 1
Keyboard: 1
Movement: Numpad
Fullscreen: 1
Font: 18/Terminus
Map View: 76x50
FOV Handling: Instant


X=9912242076340216648898484851
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111556681115181489

Also, every pacifist run I've reached at least -3.
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Kyzrati

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Re: Weekly Seed #42 [Alpha 8] [Seed: Shotty Mayhem]
« Reply #6 on: June 02, 2016, 05:27:58 AM »

Kyzrati did not, to my knowledge, do such a thing.

Nice 0-kill runs up to the end, though!

No good hackware, eh? That's a drawback to an Alpha 8 pacifist run, relying mostly on luck for those since you can't steal them. Fabrication might help with that... I'm still waiting anxiously for the results of the next release to see if that will make things a little too easy.
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Shobalk

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Re: Weekly Seed #42 [Alpha 8] [Seed: Shotty Mayhem]
« Reply #7 on: June 02, 2016, 08:01:03 AM »

Kyzrati did not, to my knowledge, do such a thing.

Lol! :)

I'm a little behind on running this weeks seed, but it's going down.  Currently on -6 with a trip through the caves. 

Shotty Mayhem (minus the shotguns) playlist

On a side note, Prox. Caves seem to be really deadly.  I'd like to explore them a bit, but I usually have to bail due to getting my butt kicked.  Is there anything worth looking for in there, or just find the exit and get out?
« Last Edit: June 02, 2016, 08:37:40 AM by Shobalk »
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Decker

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Re: Weekly Seed #42 [Alpha 8] [Seed: Shotty Mayhem]
« Reply #8 on: June 02, 2016, 08:06:46 AM »

Quote
On a side note, Prox. Caves seem to be really deadly.  I'd like to explore them a bit, but I usually have to bail due to getting my butt kicked.  Is there anything worth looking for in there, or just find the exit and get out?

I never found anything particularly worthwhile. In all my games thus far, the exit was to the far right of the map. It seems to be the standard layout.
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Kyzrati

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Re: Weekly Seed #42 [Alpha 8] [Seed: Shotty Mayhem]
« Reply #9 on: June 02, 2016, 08:11:31 AM »

Spoiler: P. Caves (click to show/hide)
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Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

Shobalk

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Re: Weekly Seed #42 [Alpha 8] [Seed: Shotty Mayhem]
« Reply #10 on: June 13, 2016, 11:08:05 PM »

I'm finally done.

Pretty insane finish.  I made it to Access completely loaded.  22/22 inventory, 4 launchers, heavy armor, hacking, drones, etc.  I could not find the exit...  until I found it on my very last move and then got shot in the face (butt?).  It happened so fast that I had to watch it on replay.

Video uploading to the playlist now.

I feel that my play degraded under the constant pressure.

Nice score though.  It would have landed me second behind Decker's insane 52k.

On a side note, this run made me respect EM launchers.  I had a Tesla Bomb launcher that was an absolute beast for the last 2 levels.

On to Alpha 9!

Spoiler (click to show/hide)
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Kyzrati

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Re: Weekly Seed #42 [Alpha 8] [Seed: Shotty Mayhem]
« Reply #11 on: June 13, 2016, 11:25:15 PM »

Whoa, quite a long run in terms of all three factors there--real time, turns, and route!

I remember when Happylisk was facing the end game for the first times he reportedly played in only 15-minute stretches to avoid making the wrong move and screwing everything up--definitely lots of pressure behind some of those late-game decisions :). So close!

Now you can join us in Alpha 9 :D
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Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon