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Thanks again for the reply. I managed to find the issue and deployed a fix - player should be taken to monastery now after failed fight with Ignisar.


The other bug with restart and botched save might be harder to find but hopefully that's very rare case.


I think I understand the problem with potions better now. Making them cheaper might throw of the balance too much but I have another idea - adding the "Tent" item. You would buy it in the shop and could use it outside of fights to rest/heal.


While I was thinking of commenting about some sort of balm that heals more for cheaper outside of fights, I'd also like to point out the issue of someone can 'stop' exploring at any point and use it to somewhat cheat through the area - go halfway, stop, 'tent', carry on at full health with no downside
Especially if pausing and stopping became easier which I would like it to

Do agree making them much cheaper would throw off balance a little, could maybe reduce the scaling a little but it's a bandaid fix
What about an alchemy book or something - combining bought potions with found natural materials (such as the sand heart or whatever it was, from the desert, 70 health) to create either singular stronger potions, or a number of smaller potions although they restore more health
Just a thought, and requires more thought before implementing (if so- 3 enchanted leaves for one minor healing potion? more profitable than selling and buying, but less profitable than buying and making instead of just buying a minor)

I'd imagine the save issue was just it didn't progress far enough to overwrite - even if it's not rare, if someone's trying to restart anyway, lost progress for the first bit isn't *that* important


Anyway, good luck with development

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That's a possible downside but maybe rest in tent would only be offered after player finishes an area? I have to implement it and then test to see what feels better.

Combining potions is a neat idea but that would require craft system of some kind which would need some significant amount of work. I think I would like to put the time into the next game instead - I see more and more downsides in my current approach to map/areas so my next game , while similar, will probably have an actual map where player can click on a point to move there. This would allow adding some additional places of interests, stuff like chests or places that would trigger some actions?

Sounds promising although always sad to (reasonably) put a project down when it has more to give, as necessary as it is

We'll see how the next games goes eventually, as I said- good luck

Sounds promising although always sad to (reasonably) put a project down when it has more to give, as necessary as it is

We'll see how the next games goes eventually, as I said- good luck