It's going to be up until DD52. I am happy I managed to get it to work on my machine, because I was interested in it after seeing part of it on one of the streams.
I'm surprised you beat the boss while ignoring almost all the skeletons, haha.
I'll try to add more info on the damage calculations. FYI, damage is determined by your ATK - the enemy DEF (which is a hidden value), plus there is some variance (it does between 90%-110% of the calculated damage) which is why it always wasn't always consistent.
Yeah, I thought that might be the case. I think variety in damage is fine, but I would still like to know my odds like spell x deals 9-11 DMG. Maybe those numbers could be adjusted depending on which enemy is selected, and you could then confirm the attack with a button when you want to execute it, but I guess that would make it more like a tactics game of sort.
I'm surprised you beat the boss while ignoring almost all the skeletons, haha.
If you didn't expect players to do it that way, then I guess it made for a good testing case. Now you know players rushing the summoner is viable strategy.
also the UI scaling cropped off some of the stats on the left, and make the tooltip ignore mouse clicks so you can click the skill through the tooltip underneath
also it'd be nice if the top wall block was not collision so you could walk through it like this
Cute. The core gameplay is good, but it ended up feeling repetitive by the end of the dungeon, even with how short it was. I figure that more skills/gear/enemy variety will fix this over the course of the full game, but you may want to consider granting the player a new skill in the last third of the dungeon to play with, or something.
Thanks for playing! I may give the player a new skill later in the dungeon. In the full game, I plan to make it so you can find new skills in treasure chests just like equipment.
Improved UI graphics, inventory changed to have "slots"
Replaced most sound effects
Added more intro scenes
Janky magical girl transformation animation
Various gameplay changes - SP reworked (now you just gain 1 SP per battle), rooms don't "lock" until an enemy spots you, so you can now sometimes sneak past enemies. Added rooms with more enemies but better rewards.
Some control updates - can click on yourself to skip turns, press enter to talk to NPCs, right click to cancel skills
Comments
I played and recorded your game with commentary for the first time.
link to all DD51 videos:
https://mega.nz/folder/PYMBCI6A#kb__dlWiUsmt-zPha-iBtA
It's going to be up until DD52. I am happy I managed to get it to work on my machine, because I was interested in it after seeing part of it on one of the streams.
Thanks, this is very useful feedback!
I'm surprised you beat the boss while ignoring almost all the skeletons, haha.
I'll try to add more info on the damage calculations. FYI, damage is determined by your ATK - the enemy DEF (which is a hidden value), plus there is some variance (it does between 90%-110% of the calculated damage) which is why it always wasn't always consistent.
Yeah, I thought that might be the case. I think variety in damage is fine, but I would still like to know my odds like spell x deals 9-11 DMG. Maybe those numbers could be adjusted depending on which enemy is selected, and you could then confirm the attack with a button when you want to execute it, but I guess that would make it more like a tactics game of sort.
If you didn't expect players to do it that way, then I guess it made for a good testing case. Now you know players rushing the summoner is viable strategy.
also the UI scaling cropped off some of the stats on the left, and make the tooltip ignore mouse clicks so you can click the skill through the tooltip underneath
also it'd be nice if the top wall block was not collision so you could walk through it like this
Interesting, the UI shouldn't crop off like that. Did you by any chance resize the window?
I will take into account the suggestions with the top wall and being able to advance dialogue with the keyboard.
Anyways, thanks for the feedback!
10 years later haha
itd be nice if dialog "OK" can be hit with WASD, maybe D
nice game, i like how different enemies have different strats to kill them without taking damage
Cute. The core gameplay is good, but it ended up feeling repetitive by the end of the dungeon, even with how short it was. I figure that more skills/gear/enemy variety will fix this over the course of the full game, but you may want to consider granting the player a new skill in the last third of the dungeon to play with, or something.
Thanks for playing! I may give the player a new skill later in the dungeon. In the full game, I plan to make it so you can find new skills in treasure chests just like equipment.
Changes since last DD: