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just finished watching the whole thing, thanks for playing and streaming! saw a couple of bugs i didn't know about which is always a good thing

> shared stash

i'm thinking of doing a chest you have in the mid game or so, where you can store really good items for another character to use. it's not complicated to code, and i already have a rare ingame currency (the silver skulls) that i can make the player have to save up if they want to use their stashed items - they give up using the shop in order to use their saved item.


> traditional ARPG save system

how traditional? do you mean how D2 sends you back to town?


>add a quicksave button already :P

exists! it's F9 or something. i forgot what the default binding is.


>- No way to turn off enemy highlight (outline) completely?

i didn't figure anyone would really want that. was that something you feel like you'd use? it's not difficulty to make, i'm just wondering why someone would want that.


>the pieces with more Armor

it's true! int gear has low def but slightly higher armor. this difference is obvious in the early game, but STR-dependent armor ends up outclassing int armor in all metric by the end. int gear serves as a way to allow a player who doesn't want to put points in STR/CON to still have avaialble outfits. 

everybody complains about the 11 int cape, but i believe it sort of serves as a nice example for the way the gear system works in the game - STR gear is better but INT gear exists


> would really be for it to always change. 

noted. will look into this.


> I bind forced-walk to W in ARPG, if possible. Would be cool if you could support that.

i tried doing it a bit ago but i think it's simply not something doable with how the movement functions. i'll revisit it again to see, since i do want there to be a good amount of player accommodations when possible.


> It’s weird that there are both DEX and AGI and both INT and MIND.

they focus on different things and allow for very specific builds. all in AGI makes you a fast archer, all in dex makes you an accurate one, if that makes sense.  it makes more sense in the long run, i think.

>I loaded a save from January for fun just now and ofc. it’s completely broken. 

totally. it's something i don't really care to fix at this stage, i'll look into save-parity later. since i change a lot of room loadouts, it's a pain. what happens is that room data X gets saved, but that room is completely different, so attempting to load the room and apply the data to the spawned room breaks. yes i'm very lazy.

> Faceless in stealth have no outline, implying they cannot be hit

that's just so it's harder to snipe them from afar - their dodge stat is the same no matter if they're cloaked on not


>PoE solved this by having the "always attack without moving" option to set on actions.

how does this work? i don't tend to play always-online games so i never really gave PoE a fair shot.  what i have is that holding shift prevents player movement on clicking. i figured if you have  always attack without moving, you'd need to use something other than left-mouse to move.


thanks for the excellent feedback and for the long playthrough! it is much appreciated and i hope you had fun. i'll be sure to fix a lot of things this coming week.

(+1)

>do you mean how D2 sends you back to town?

Yeah. The important point imho that your HP get refilled, so you don’t get stuck in a save where you got 1 hp, trying to cheese it out. Some titles make you do a corpse-run to offset the gain, or you lose some XP, or mobs respawn.. I think in ToK what would work well is resetting both player level and current tower level. But keeping the gear.

>was that something you feel like you'd use?

Wanted it for the atmosphere.

>how does this work? i figured if you have  always attack without moving, you'd need to use something other than left-mouse to move.

Yep. You can bind most actions to mouse buttons, and all actions to hotkeys. What most players do is putting forced-walk on LB and their primary skill on RB, other skills and potions on 1-4 and qwer. (Realistically speaking, the game is geared towards using a single active attack skill, unlike ToK.) They also made a change at some point giving even melee attacks a little "splash"  - hence it’s easy to hit enemies even if you just "always attack without moving" into their general direction.

Btw I had some issues casting the Triple-Strike attack, it seemed to have strict requirements on the enemy position, or so. I felt I sometimes lost so much time to it not triggering that the DPS increase was offset completely. Also it could visually stand out more. But it’s a fun skill to use.