Hello! Its so nice to hear your feedback! While the comments sections is a good place to do it, the Discord server is a whole lot better. I suggest you check it out. Now for your questions, suggestions and criticisms:
Who did the voice for the story?
This game was initially made for a small 3 week game jam, so I did the voicing. The lore has changed during the development of the exploration update, so the cutscene has been removed.
What determines an enemy's class?
Well actually, enemy class is chosen first and then a bunch of items are selected based on that class and given to the island generator. I have reworked the enemy generator so that classes will have a specific set of items to choose from. This speeds up enemy generation and also gives me more control over difficulty.
Are there any unobtainable items?
Pink items are of the “glitched” rarity. These items are primarily designed for enemies to use and can only be obtained by hacking the game or going into sandbox(hold the spacebar when making a new game)
What does durability do?
Durability percentage affects how much collision damage the block will take. An item with no durability will take 100% collision damage while an item with 25% durability will only take 75% collision damage.
Some weapons, like the ternion go outside of the block they are on when rotating, is this intentional?
No this isnt intentional, but it happens. I don’t see this as a very big issue.
How are the costs of forging items together determined?
This has changed since the last public update, however it has to do with the value of your items and possibly rarity.
How many devs are there?
Its just me. The growing community on Discord keeps me going or else I would have dropped this game a long time ago.
Why does the title of this game (IIslands of War) have 2 "I"'s?
IIslands of War was entered for a game jam with the theme “Unnescesary Sequels”. A few years prior I had made a game called Islands of War, so naturally the second installment of this game had to have been called IIslands of War.
Make certian tech equipment be unable to fuse into certian items.
I see your point here. I recently updated some visuals with the forge so that if a tech is just useless, it will be highlighted red and a note is displayed saying the tech isnt doing anything. Could I just prevent you from putting in the item in the first place? Yeah, but if you wanna add mass to your island(for some strange reason) i gotte let you do that as well.
Make a new mode where you can choose a class and have it affect drop rates.
Interesting idea. I’m focusing on getting one good game mode out for now, so additional modes would be a long long way off(give it a few years).
Shops are pricey.
Yeah, they are. If you’ve played long enough, you will sometimes see an item going on a massive discount. But the price of choice is high. Thanks for bringing this up, I will take a second look at the prices nearing the end of the update.
Treasure doesn’t have amazing loot.
Treasure is a funny location because there is 0 risk and it always gives a reward. Usually, it should give worse loot with an occasional amazing item just so that you bever really know what you’re gonna get which adds to the fun.
Make a shield block/module.
Shields are an amazing item. They block projectile damage and can completely deny energy weapons. Making them a building forces you to strategically play around it. Its a massive weak spot and I intend to keep it that way. Also, enemies would be very very annoying if they got their hands on that.
Instructions on how to get sandbox mode.
Sandbox mode was initially only added for me to test out all the items without having to play the entire game. It was never really intended to be a full feature, and I think it spoils the whole fun of finding and exploring. That being said, I will probably only announce the sandbox mode officially when full support comes with it.
Weakling Difficulty
Thanks for this feedback. I will consider this when reinplementing the difficulty levels.
Enemy Boosting Abuse
Enemy boosting was one of those features that looked amazing on paper, but was able to be exploited miserably. This is still one of the game’s greatest problems. Enemy boosting has been removed entirely from the exploration update. One of the ways i have worked to combat kiting abuse is by adding in a complete relative velocity to the projectiles. This combined with a projectile life (measured in seconds) has helped a bit.
Thank you so much for all your feedback. If I wasn’t clear enough, feel free to direct message me on Discord. The server is also a great place if you want to have a real big impact on the game, I try to stay open to most ideas during this alpha phase.
Cheers,
Jwiggs