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Alright, again we'll take every piece of feedback one at a time. 

Fun fact: there are 3 distinct cursed items in the current build, 2 equipment and one normal consumable. though considering where you encounter the other equipment you'd already encounter the enemy that you would transform into and the fact that the curse itself is very slow i don't think anyone has actually noticed that this item was cursed.

moving onto the cursed system. For cursed consumable. I like the system, though i wonder if we should give a player some way of identifying if a item is cursed. a part of me just likes the random risk of taking any item but part of me feels like that would be unfair. for the mathematics, don't worry too much about that. implementing a formula is pretty simple and anything i don't understand i can just lookup. 

for cursed equipment, a 4 stage system seem pretty cool.  the second stage seems to be a warning for the player. as in, "hey you started randomly transforming, you should probably investigate why" which i really enjoy.  Though i think the timers should decay overtime. maybe slower than they increase. just to keep the obviously cursed items more useful. 

moving onto the magic items. i might use a few of these. ingame i'll try to find a way to give credit and this is predominately you doing my job. i'll comment on the more notable pieces of equipment.

Oddipen: I like the idea, moreso having smaller equipment that can be equipped maybe in an accessory slot. this can have alot of potential for normal equipment as well as cursed equipment 

Wolfsbane: This is incredibly cool, though a lot of effort for one item.  This is the type of item that i would need to spend a fair bit of time on, though i feel its too neat to ignore. i won't work on this anytime soon. but i'll keep it in mind and maybe i'll implement it in the future. (i also like the idea of a game mode where you start with the wolves bane.... this possibly opens a can of worms for alternate game modes... i'll think about that once i have the main game in a more complete state) 

Dusty fanny pack: i think the funny part about this item is that gameplay wise, you get a weird dynamic of only having it equipped when you need the extra space.  and the micromanaging of the cursed item feels neat

Yeah, i'll add the floor number thing to the map!

Thank you for the feedback! though don't feel worried about talking about anything else, again feedback is extremely important and valued. so if you have something on your mind i wouldn't mind hearing it. but if your more saying that for your own sake then that's fine. either way  I hope you have a good day as well and good luck with your own projects.

oh, you do actually have two more cursed items in the game, and one is a consumable? Huh. Yeah, ok, I don't think anyone would have noticed that. In part, I think the only one you really 'advertised' on your change logs was the bunny ears, in addition to the fact those just exude the vibe of being a trap.

If I had to guess, the consumable might be that tea thing that dispite picking up like three times, and actually useing, I'm honestly not sure what it's intended 'benefit' is actually supposed to be. As for the other peice of equipment, yeah, I got nothing.

As such, I think this is probably even more reason to give a notification of some kind in the log once they go off. That's probably how people would figure out that they are cursed at all.

Yeah, the items could be a bit clearer. i wanted to keep the exact items hidden in the changelogs because i found it neat to surprise the players with it.
The tea gives you the haste buff exactly the same way as if you cast the spell. 

Here are the 2 items that are cursed besides the bunny ears. but i encoded it with a Caesars cipher set 7 letters forward incase you want to figure it out yourself. 

Fvby ypnoa, aol rltvuv alh pz pumhja jbyzlk. Paz h ylmyluzl av aol cpzbhs uvcls jhsslk Tpjl alh (yhalk hkbsa) oaawz://jpuzdpajo.pajo.pv/tpjl-alh Pu aoha nhtl thynyla iyldz 4 ihnz vm alh wly zlycpun. zv pu tf nhtl fvb ullk av ahrl aol palt ha slhza 4 aptlz mvy aol jbyzl av nv vmm. p jvbsk ohcl jovzl huvaoly ubtily, iba p dhualk av bzl aol lehja ubtily av jvtwslhal aol ylmyhujl. 

Aol jbyzlk lxbpwtlua pz aol zpscly ypun. aol jbyzl pz zla av nv vmm 400 abyuz hmaly lxbpwwpun pa. aol jbyzl pz h dvsm jbyzl dopjo pz dof p zahalk aoha dolu fvb mpuk aol palt fvb'ss wyvihisf hsylhkf ohcl lujvbualylk dvsmz.

neat, I will try to translate that later, you know, when I am distinctly not at work. (I'm on a break right now, is all.)

Another thing I meant to say and just sort of didn't was that I wanted all the obviously cursed items to make most players inherently feel that something was off with them. And, I wanted it to come off like that in one of two ways, either A. "I have a weird feeling that there's more to this item than what is stated", or B. "Do I actually want to use this over  more conventional armor? Is it's strategic usage and unorthodox toolkit better than more defense?"

That, and when the game reveals they were cursed, the player is left feeling like that actually makes a lot of sense in hind sight and could have seen it coming.

You may note, I want to have cursed items that appear at random to be the exact opposite. To further the idea that the player is never truely safe from being transformed. That, and I feel a game like this has the right to be a little mean and evil at times.