Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Hi Kaitrina, thanks for your comments!

> [add] more information on what exactly a modifer does. Like what's the difference between a dark cloth tunic or a bronze breastplate of the moon besides the def stats. (I'd also be nice if the armor your class can't equip mentioned that before I spend all my money on armor I can't use)

I need to double check, but maaaybe it's just flavor names and the defense value is all that there's to it? if not then these should definitively be made clearer

> Add more information for the player. For example using "m" when looking at a monster for "more info" only tells me how many I've ever killed and how many killed me. It would be neat if after a certain number of kills or trying certain things it would add more info. For example killing a thousand zombies gives you their movement speed or ten thousand gives you their damage ranges or max hp etc. Or you could have the damage type that caused a critical hit for double damage to be listed there. Like how skeletons are vulnerable to silver weapons.

> [...] does anything modify maximum O² besides class choice? 

> Why do all classes get def boosts on level up occasionally, yet only the beastman class actually lists that bonus on the character sheet? Does that mean the other classes don't actually benefit from level based defense boosts? 

> What's the difference between the power to turn into a bat or an giant bat? 

> It'd be really helpful to learn how skills move the player. Like some abilities can move you up a level without needing a step to get up. Some can jump gaps. Some can work through walls. But there's no way to know without a lot of trial and error, which skills move you in what way and what attacks work through walls or pierce enemies.

I think that sums up a lot of things on the design philosophy of this old game: a lot of things were intended for the players to learned via trial and error, but ultimately under contemporary lenses might be an accessibility issue (players would instead end up looking it up in a wiki anyways). Maybe this could be optional, it could make the game much better for a lot of players.

> Is the teleport spell supposed to be impossible to use when on higher elevations like stairs in town?

That one's odd, looks like a bug

> I'd like to sell items. I figure if it's something as simple as a tile in town that converts items to a $5 or $50 collectable when placed there that might be small enough not to break things.

Yeah I think this should be allowed.