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Boop. Nice to see the demo getting fleshed out, the addition of customizable key inputs is also nice. Did another play through and have a few thoughts:

1) Bug: Buying and using the Healing Touch scroll doesn't give you the Healing Touch spell, unlike every other scroll,

2) This may or may not be an issue, but if you skip visiting the potion vendor and head straight to the arena, you miss out on the free potions when you first meet him.

3) Just curious, but can the final Boss slime be hurt with anything other than magic? My physical attacks didn't seem to do anything, but then I didn't have a high grade sword.

4) Parrying is an interesting mechanic, but I'm not sure if its implemented well. Let me explain, when you equip a shield, how you block depends on your overall defense rating. However, its difficult to tell what objects a shield can, or cannot block based on your defense rating in general. Can it block blue slime spit? Or yellow slime spit? How about fire? Or lightning? Or attacks from wizards? What kinds of physical attacks? What I'm saying is, a defense rating doesn't tell me which attacks it can, or cannot safely block. This means that parrying becomes a gamble, and often times it would be better to evade or attack than risk a defense that may or may not work, at least until you get to higher tiers of armor anyway.

It might be better to rework parrying, and the shields themselves to definitively block certain attacks that your facing than to obscure them by relying on your base defense. Base defense and armor is for damage reduction overall from all attacks from all directions, but parrying could be considered a "hard" defense from attacks your facing, or at least certain kinds, and numbers of attacks. For example the base buckler may be able to defend against slime spit, but nothing else, the 2nd tier shield may block things like physical attacks (like skeletons), spit, and maybe some kinds of magic and overall a greater number of projectiles, with the highest tier blocking magic attacks like lightning and all manner of attacks with a high number of projectiles. Or perhaps shields should only be for blocking projectiles/spells to give a leg up for melee fighter's who don't rely on ranged attacks, as opposed to evasion so they can close the distance or stay in attack range. Things to think about at least.

It's good to see you again! I think you were the first person to play the demo when it was first released - I hope you've enjoyed all the changes made to the game since you first played it over a year ago! I'll address each point you have made:


-Thanks for noting the Healing Touch bug - I'll be sure to fix that. I added that scroll in last-minute, and that's 100% on me for not testing it properly.

-Yep, that was the intended behavior with the store vendor.

-Yes, I increased the boss' defense to provide more of a challenge. This was made after I added in Feats, racial bonuses, and additional spells - the boss got much easier over time as a result. She has 6 armor now, so doing more than 1 HP of damage requires at least 8 Attack (8-6 = 2). Spells are decently effective against the boss - I've found from other playtesters that they usually either get most of the spells or a powerful sword.

-Thanks for the feedback on the parry mechanic. I've privately had some of these same thoughts, and seeing you write them out makes me realize that the current implementation is not the best way to do it. I'll probably drop the defense requirement and make it block all projectiles for now. It also blocks sword attacks as well, and I can possibly add a Feat that enables shields to block those too, or just keep the behavior as-is for now. But the important thing is to make sure that the player understands what to expect when they parry, and the way I've got it set up doesn't accomplish that.

Thanks again for your feedback - this really helps a lot!