I made it to the skeleton mage boss, my team got wiped by the AoE attack, it should probably have a ring around the caster to show its range.
Last time I played there was no level timer, trying to find the exit in time is a lot more engaging than wandering around clearing skeletons endlessly. Managing the party's aggro and helping them step away form AoE attacks works well for bossfights, but maybe you could add a "prioritize target" button just so that you don't need to move your whole party to kill one of cromwell's servants or other priority targets and risk the boss aggroing on an archer or mage.
There should be a backdrop behind the team's list UI because if your cursor is over the ability icons instead of the healthbar you can accidentally target a model through the UI. Are the crossed scimitars crit chance? The rest of the stat icons are clear but tooltips naming them would be nice.
Regarding progression, I think that for the demo the inn should start already upgraded or at least be much cheaper just so it's easier to test different characters and composition. Also the way spell unlocking is implemented can be a double edged sword: if you have a certain combo in mind diluting the spell pool with spells you don't want is not a good thing. Maybe some sort of limited selection mechanic could help? For example the player could select 20 or so spells that show up on levelup, then save the selection as a grimoire to choose when entering the dungeon.
Good progress since the last time I tested this, I'm going to play some more and try beating the mage boss too.
This game is amazing! I played quite a bit and managed to finally beat it by beating the third boss after many many attempts. I love the gameplay and the variety of spells. The town upgrade system works great and allows each run to feel like your progressing. The second magic boss is particularly hard, but it can be done if you avoid his spells just right. A bit of visual clarity with the arcane explosion might help a little but I think the only other suggestion I could make is that I didn't realize you didn't need the maps to escape the levels until after quite a few runs. It makes sense because your collecting a map, not a key, but it seemed like you needed to. Overall fantastic game, its fun to equip and choose different party members. The many healing spells and strategies you can employ are fun and interesting. I look forward to more levels and bosses, it definitely needs more than skeletons.
Thanks for playing. It's good to know that the game was beatable by people other than me. Do you have experience in MMOs?
Also you don't need the map, they just guide you to the exit. The failure of this is being teleported to the boss room. Which isn't really a failure but you do miss out on additional soul fragments and a 5% damage and healing buff for you and your party. I may buff this to also reduce damage taken by 5%.
Not sure if i want to add a debuff for failure or if missing out of the upside is enough of a failure.
After the artist is done finishing all of the character models, new enemy models will be done to replace the skeletons. This will probably happen in 2025 though.
I actually play World of Warcraft religiously(not healer funny enough) and I appreciate the homage to it. Yeah I saw I got the buff, but the most common occurrence was running out of time in the beginning of my game time fyi. I feel a debuff would be very punishing for new players. I very much look forward to new enemies and more content!
Pretty solid game, interesting gimmick of balancing between doing damage and keeping your party alive. The tutorial was well done and I didn't really have any issues with it, picked up stuff easily. I had the same white screen issue after finishing the tutorial though, going into the town and going into the Ossuary after that: to me it seems like that the whiteout during the transition gets stuck. I restarted the game and it fixed it, and wasn't able to reproduce it afterwards no matter what I tried, so might be something that only happens the first time around.
Another bug I came across that I had the mouse capture when the party control tutorial popped up, which held the window without any mouse - I had to alt-tab and remove focus from the game to get the cursor back and then click on the button that way to continue.
Sometimes I was able to switch targets mid-cast, but other times it didn't work - not sure if it's limited for switching between enemies/friendlies, or only specific spells can switch targets mid-cast.
Also first time I started a game after the tutorial I ran out of time and the shadows took me, but still went to the boss room afterwards - not sure if it's supposed to be or something worse is supposed to happen.
I liked the different gimmicks of the different characters, though as you unlock more spells those flavors kinda fell to the wayside as I ended up unlocking the same usual spells I liked. Though I didn't get very far, as I wasn't able to beat the skeleton boss.
Updated the build again to hopefully fix the white screen issue.
EDIT: It has not, I think you need to restart the game and the issue should go away. I can repeat the issue at least, will work out why this issue has occurred.
Found out what the problem was. The white screens shouldn't occur again for 1st time players.
Overall a well made experience. There's a lot going on, so I appreciate the gradual introduction to the mechanics.
The TAB select was not behaving like I would expect. I think there were times where the selection moved to enemies in rooms I wasn't in yet. Also, I would have expected the TAB (or maybe TAB + modifier) to eventually cycling through my allies.
I really like the art and sound. I think some of the in-world sound effects could use a little reverb or some other processing to make them sound more embedded in the world. Right now they sometimes sound like isolated WAVs firing off.
I think the spell selection is a bit overwhelming, some spells feel like incremental changes so the play style or my decision making doesn't change too much. I think the spell selection screen could benefit from some "icon language" to make it readily apparent active vs. passive, AoE, heal magnitude, channeling, etc. Right now I really have to sit and read closely to understand the difference in spells.
Launching and running the game makes my computer make a sound I haven't ever heard before. As in, my literal computer, the tower. A whirling sound comes from inside the computer for some reason. What the heck is going on dev.
I recorded a video and it's really hard to hear without headphones, but a weird whirling sound starts as soon as I open the game. It's not the hard drives. In the video you can hear the Hard drives spin up a bit after the whirling sound starts but that's just coincidence since last 3 times I opened the game they didn't go off, plus the game is being stored and run in an m.2 drive, not the hdds.
I dunno if I can do much to help but can record a better video if you need it I guess.
I can't hear it. But multiple people are having issues with the game having graphical issues. Clearly something is off and I need to hunt down what has gone wrong in this build.
The white screen is a rare bug that i unfortunately haven't been able to work out. It's rare so quitting and restarting should fix it. Do you know what your OS and graphics card are?
Fuck, there is an issue with the save system. I'll work out what went wrong and do an update.
EDIT: Save System is fixed but old saves are F'd. If you wanted to continue to play you can either do the tutorial again or paste the text between the lines in following into the following path C:\Users\{You}\AppData\Roaming\Godot\app_userdata\Healed To Death\saves\save01.tres
Comments
This is starting to get really fun.
I made it to the skeleton mage boss, my team got wiped by the AoE attack, it should probably have a ring around the caster to show its range.
Last time I played there was no level timer, trying to find the exit in time is a lot more engaging than wandering around clearing skeletons endlessly.
Managing the party's aggro and helping them step away form AoE attacks works well for bossfights, but maybe you could add a "prioritize target" button just so that you don't need to move your whole party to kill one of cromwell's servants or other priority targets and risk the boss aggroing on an archer or mage.
There should be a backdrop behind the team's list UI because if your cursor is over the ability icons instead of the healthbar you can accidentally target a model through the UI.
Are the crossed scimitars crit chance? The rest of the stat icons are clear but tooltips naming them would be nice.
Regarding progression, I think that for the demo the inn should start already upgraded or at least be much cheaper just so it's easier to test different characters and composition.
Also the way spell unlocking is implemented can be a double edged sword: if you have a certain combo in mind diluting the spell pool with spells you don't want is not a good thing. Maybe some sort of limited selection mechanic could help? For example the player could select 20 or so spells that show up on levelup, then save the selection as a grimoire to choose when entering the dungeon.
Good progress since the last time I tested this, I'm going to play some more and try beating the mage boss too.
Is the main issue with the mage boss that the aoe is just too difficult to see?
Also i've been thinking about just attacking an attack command for the dps. I'll probably add that so only the damage dealers attack the add and such
Ah yeah, that AoE does blend in with the floor a lot, guess I just missed it.
The red really blends in with this environment unfortunately. I've added a shader texture to make it a little easier to see.
This game is amazing! I played quite a bit and managed to finally beat it by beating the third boss after many many attempts. I love the gameplay and the variety of spells. The town upgrade system works great and allows each run to feel like your progressing. The second magic boss is particularly hard, but it can be done if you avoid his spells just right. A bit of visual clarity with the arcane explosion might help a little but I think the only other suggestion I could make is that I didn't realize you didn't need the maps to escape the levels until after quite a few runs. It makes sense because your collecting a map, not a key, but it seemed like you needed to. Overall fantastic game, its fun to equip and choose different party members. The many healing spells and strategies you can employ are fun and interesting. I look forward to more levels and bosses, it definitely needs more than skeletons.
Thanks for playing. It's good to know that the game was beatable by people other than me. Do you have experience in MMOs?
Also you don't need the map, they just guide you to the exit. The failure of this is being teleported to the boss room. Which isn't really a failure but you do miss out on additional soul fragments and a 5% damage and healing buff for you and your party. I may buff this to also reduce damage taken by 5%.
Not sure if i want to add a debuff for failure or if missing out of the upside is enough of a failure.
After the artist is done finishing all of the character models, new enemy models will be done to replace the skeletons. This will probably happen in 2025 though.
I actually play World of Warcraft religiously(not healer funny enough) and I appreciate the homage to it. Yeah I saw I got the buff, but the most common occurrence was running out of time in the beginning of my game time fyi. I feel a debuff would be very punishing for new players. I very much look forward to new enemies and more content!
-Smooth wind spell doesn't seems to work
-No white screen anymore
-I want to be able to keep the sexo middle aged man skin for my healer.
Nice job
Pretty solid game, interesting gimmick of balancing between doing damage and keeping your party alive. The tutorial was well done and I didn't really have any issues with it, picked up stuff easily. I had the same white screen issue after finishing the tutorial though, going into the town and going into the Ossuary after that: to me it seems like that the whiteout during the transition gets stuck. I restarted the game and it fixed it, and wasn't able to reproduce it afterwards no matter what I tried, so might be something that only happens the first time around.
Another bug I came across that I had the mouse capture when the party control tutorial popped up, which held the window without any mouse - I had to alt-tab and remove focus from the game to get the cursor back and then click on the button that way to continue.
Sometimes I was able to switch targets mid-cast, but other times it didn't work - not sure if it's limited for switching between enemies/friendlies, or only specific spells can switch targets mid-cast.
Also first time I started a game after the tutorial I ran out of time and the shadows took me, but still went to the boss room afterwards - not sure if it's supposed to be or something worse is supposed to happen.
I liked the different gimmicks of the different characters, though as you unlock more spells those flavors kinda fell to the wayside as I ended up unlocking the same usual spells I liked. Though I didn't get very far, as I wasn't able to beat the skeleton boss.
Updated the build again to hopefully fix the white screen issue.
EDIT:
It has not, I think you need to restart the game and the issue should go away. I can repeat the issue at least, will work out why this issue has occurred.Found out what the problem was. The white screens shouldn't occur again for 1st time players.
Overall a well made experience. There's a lot going on, so I appreciate the gradual introduction to the mechanics.
The TAB select was not behaving like I would expect. I think there were times where the selection moved to enemies in rooms I wasn't in yet. Also, I would have expected the TAB (or maybe TAB + modifier) to eventually cycling through my allies.
I really like the art and sound. I think some of the in-world sound effects could use a little reverb or some other processing to make them sound more embedded in the world. Right now they sometimes sound like isolated WAVs firing off.
I think the spell selection is a bit overwhelming, some spells feel like incremental changes so the play style or my decision making doesn't change too much. I think the spell selection screen could benefit from some "icon language" to make it readily apparent active vs. passive, AoE, heal magnitude, channeling, etc. Right now I really have to sit and read closely to understand the difference in spells.
Environments could use some more props/furniture.
Launching and running the game makes my computer make a sound I haven't ever heard before. As in, my literal computer, the tower. A whirling sound comes from inside the computer for some reason. What the heck is going on dev.
I recorded a video and it's really hard to hear without headphones, but a weird whirling sound starts as soon as I open the game. It's not the hard drives. In the video you can hear the Hard drives spin up a bit after the whirling sound starts but that's just coincidence since last 3 times I opened the game they didn't go off, plus the game is being stored and run in an m.2 drive, not the hdds.
I dunno if I can do much to help but can record a better video if you need it I guess.I can't hear it. But multiple people are having issues with the game having graphical issues. Clearly something is off and I need to hunt down what has gone wrong in this build.
Yeah, being real it's not like you can get anything of value by hearing the sound anyways, but it was really baffling to me so wanted to share.
Good luck with your fix man.
Linux debian testing NVIDIA: Will retry later
Love the new models, they look really nice. Levels are still a bit too blocky though. Hope the UI will get a similar upgrade as the models did.
Going into the dungeon after finishing the tutorial level just gives me a white screen:
The white screen is a rare bug that i unfortunately haven't been able to work out. It's rare so quitting and restarting should fix it. Do you know what your OS and graphics card are?
Win10 & 3080 mobile.
Well restarting does work, but that puts me back at the prologue.
Fuck, there is an issue with the save system. I'll work out what went wrong and do an update.
EDIT: Save System is fixed but old saves are F'd. If you wanted to continue to play you can either do the tutorial again or paste the text between the lines in following into the following path
C:\Users\{You}\AppData\Roaming\Godot\app_userdata\Healed To Death\saves\save01.tres
--------------------------------------------------------------------------------------------
[gd_resource type="Resource" script_class="SaveData" load_steps=2 format=3]
[ext_resource type="Script" path="res://Data/SaveData.gd" id="1"]
[resource]
script = ExtResource("1")
game_version = "0.7.0"
data = {
"CompletedLevels": ["LEVEL_TUTORIAL"],
"DiscoveredEnemies": Array[String](["ENEMY_SKELETON", "ENEMY_SKELETON_RENDER", "ENEMY_SKELETON_FIREMAGE", "ENEMY_SKELETON_TOXIC", "ENEMY_SKELETON_HEALER", "ENEMY_BOSS_FIREBONTLIEUTENANT", "ENEMY_BRITTLE_SKELETON", "ENEMY_BRITTLE_POISONER", "ENEMY_HOLLOWBONE_SKELETON", "ENEMY_BOSS_CROMWELL", "ENEMY_CROMWELLSERVENT", "ENEMY_BOSS_ARCANEMAGISTRATE", "ENEMY_BOSS_OSSIFIEDOVERLORD", "ENEMY_SKELETON_FRAIL", "ENEMY_SKELETON_ENRAGER", "ENEMY_SKELETON_FLAMEFIST", "ENEMY_SKELETON_GOLIATH", "ENEMY_SKELETON_SUMMONER", "ENEMY_SKELETON_TORTURER", "ENEMY_SKELETON_BATTLEMAGE", "ENEMY_SKELETON_STALWART", "ENEMY_SKELETON_DARKSTRIKER", "ENEMY_SKELETON_AVENGER"]),
"DiscoveredSpells": Array[String](["SPELL_HEAL", "SPELL_BIGHEAL", "SPELL_INSTANTHEAL", "SPELL_ABSORBTION", "SPELL_HEALOVERTIME", "SPELL_CIRCLEOFHEALING", "SPELL_CHAINHEAL", "SPELL_FLASHHEAL", "SPELL_HEALINGSTREAM", "SPELL_HOLYLIGHT"]),
"DiscoveredUpgrades": Array[String]([]),
"HealerPower": 0,
"PUDamageSlots": 3,
"PUHealerSlots": 1,
"PUTankSlots": 1,
"PermaCriticalStrikeUpgrade": 0,
"PermaHealthUpgrade": 0,
"PermaMagicalDamageUpgrade": 0,
"PermaPhysicalDamageUpgrade": 0,
"TownBarracksBuildLevel": 0,
"TownHallBuildLevel": 1,
"TownInnBuildLevel": 0,
"TownMonasteryBuildLevel": 0,
"UnlockedLevels": ["LEVEL_TOWN", "LEVEL_AREAGENERIC"],
"WorldGold": 200
}
------------------------------------------------------------------------------------------------------
Saving seems to work now yeah, and I couldn't get the white screen bug to trigger again.
Trying to drag things in the hotbar gets stuck sometimes: https://files.catbox.moe/8ogadw.webm