This is still very buggy and early in development, but it has the potential to be a very fun game. I like games where you can have pawns fight for you (this kind of reminded me of Dwarf Fortress). I really liked the ancient Roman names and portraits.
I didn't find the font very readable. I think without the scan-lines it would be more readable, but it's still hard to read. Also, please add line-breaks to the info text!
I won't mention the visual bugs since they're very obvious. The worst bug is probably with the fire button. It'll either not fire any character at all or fire the character immediately below the character you actually want to fire (I think. I couldn't tell what was happening), and then the character will be invisible, but still clickable. I think you fixed most of this in the last version, but firing a character still leaves an invisible clickable box. The game stopped working after I died in the caves. I replaced my dead characters but when I embarked into another dungeon it still said my party was wiped out. This game could use an indicator. I didn't know at first you could mouse over the enemies to read their descriptions.
thank you for the feedback , I'm trying to find ways to make it more user friendly right now. your right about the line breaks I don't know how I didn't notice how unreadable that is lol.
thank you for posting that video brother even without sound I see exactly what the problem is the player is getting lost in the UI mess. I think I know how to make it better.
Reminds me of that Sseth video that came out recently a month ago. I like the portraits. Focus on readability for everything and it will be interesting how this goes. I'd recommend watching that video since it showcases why focusing on choices with branching paths is very important.
Gameplay-wise there isn't much to comment on at the moment, but I did find a bug: fired heroes aren't removed from the list, instead the last hero on the list is removed. This is strictly a UI bug as the fired hero shows up in the tavern and can't be added to the party, meanwhile the one that disappears can still be added to the party because you can still select them by clicking on the empty spot. One of my guys died but kept leading the party so I clicked return and he showed up in town with -2 haleness.
I like the idea of the game but I didn't make it very far... Once your party is killed I think there is a bug where you're unable to do another level with them (Maybe this is intentional but then I had no money so I had to start a new game to keep playing).
I wasn't able to figure out how to heal my team between dungeon romps. And I think it could use popups or some variety of feedback when something failed ("Not enough money" when you try to hire someone without the funds).
Instead of having the party pace up and down, there would be less waiting if they walked directly to the next enemy (even if they still find the next enemy based on checking in that order). But I'm not familiar with auto battlers.
Comments
This is still very buggy and early in development, but it has the potential to be a very fun game. I like games where you can have pawns fight for you (this kind of reminded me of Dwarf Fortress). I really liked the ancient Roman names and portraits.
I didn't find the font very readable. I think without the scan-lines it would be more readable, but it's still hard to read. Also, please add line-breaks to the info text!
I won't mention the visual bugs since they're very obvious. The worst bug is probably with the fire button.
It'll either not fire any character at all or fire the character immediately below the character you actually want to fire (I think. I couldn't tell what was happening), and then the character will be invisible, but still clickable.I think you fixed most of this in the last version, but firing a character still leaves an invisible clickable box. The game stopped working after I died in the caves. I replaced my dead characters but when I embarked into another dungeon it still said my party was wiped out. This game could use an indicator. I didn't know at first you could mouse over the enemies to read their descriptions.thank you for the feedback , I'm trying to find ways to make it more user friendly right now. your right about the line breaks I don't know how I didn't notice how unreadable that is lol.
:3
https://www.twitch.tv/videos/2344896762
Still seems to be mostly bugged. But nice progress with the embarkation map!
thank you for posting that video brother even without sound I see exactly what the problem is the player is getting lost in the UI mess. I think I know how to make it better.
I could not figure out how to get to the gameplay. At least the art is nice?
thank you for trying , ill make it better.
Reminds me of that Sseth video that came out recently a month ago. I like the portraits. Focus on readability for everything and it will be interesting how this goes. I'd recommend watching that video since it showcases why focusing on choices with branching paths is very important.
ok ill watch it
Gameplay-wise there isn't much to comment on at the moment, but I did find a bug: fired heroes aren't removed from the list, instead the last hero on the list is removed.
This is strictly a UI bug as the fired hero shows up in the tavern and can't be added to the party, meanwhile the one that disappears can still be added to the party because you can still select them by clicking on the empty spot.
One of my guys died but kept leading the party so I clicked return and he showed up in town with -2 haleness.
im going to fix this right now
thank you
I like the idea of the game but I didn't make it very far... Once your party is killed I think there is a bug where you're unable to do another level with them (Maybe this is intentional but then I had no money so I had to start a new game to keep playing).
your right i had an oversight, they don't heal in town( my bad)
thank you for the feedback
I wasn't able to figure out how to heal my team between dungeon romps. And I think it could use popups or some variety of feedback when something failed ("Not enough money" when you try to hire someone without the funds).
Instead of having the party pace up and down, there would be less waiting if they walked directly to the next enemy (even if they still find the next enemy based on checking in that order). But I'm not familiar with auto battlers.
There were some typos
"Heroes"
"Hire"
"Enemies"
working on a hotfix right now
thank you for the feedback