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Glad you enjoyed it and Thank you for taking the time to write a long suggestion!

I'll write my opinion on them, but naturally these are not final so they may change:
1. Maybe. Originally I decided not to add an option to instantly finish dialogs.

2. You always react to the first message, but I am still deciding whether or not it is wise to not let the player see what it was.
I want the player to fail and feel like they need to pay more attention, thinking that spam clicking is bad.
Failing can also create funny moments.

3. Yeah. I didn't wanted to add a way to recover from those cases, but a way to make the Dungeon fail quicker could be good.

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1. See I would normally agree with you, the only reason I don't in this case is because this is a game that wants to be replayed, and so having unskippable stuff makes that a slog. It's like unskippable cutscenes in games, I get the philosophical justification for them, but it murders replayability.

2. That's a good point. I like them as a "are you paying attention" tool, I just wasn't sure if that was intentional.

3. Fair enough, in that case I'd say it's only a pacing problem. Having something silly happen like the little banker guy come and forecloses on your dungeon when you get too deep in the hole would make for a better experience without taking away from the difficulty (imho).