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(+1)

Oh my, first off this is most likely the biggest piece of feedback I ever gotten on itch.io. :o

As for responding I think it's best to take fragments and put "dev notes".

> the initial starting dialogue causes the chat box to be half covering the Settings menu.

I'll add that to the bugtracker, thanks for reporting.

> At the quest board, when I accept a quest, it simply disappears. 

Common feedback we got here was to immediately make quests go into battles, this is something we added ready for the update.

> A damage indicator and an animation on the sword that got hit would be a good way to display this.

100% Agree, we need to add more feedback and juice there!

> Is the sword piece supposed to come out of it instead of already being displayed above it?

yes, crunch + 2 devs & working at 6am made us overlook it.

> A tooltip or stat display would really help.

I agree, we only managed to get it to show in the shop menu & battle, we made a wiki to combat it slightly but it needs to be ingame.

> the sword dancing in the menu does not update if a weapon is upgraded in the Smith area

Town & Smith were made by both me & ducky respectively the components didn't trigger eachothers re-render key properly, I'll add this to the bugtracker. 

>  Army area, there is also no way to see each sword’s stats

Main issue here was finding a way to display stats that didn't rely on hover or right clicking as we really want to keep mobile support.

Also ties in the general stat display issue.

> Also, I can’t tell if the placement of the sword affects anything

Swords (depending on abilities) attack different placements, most attack the closest sword to them, so the first blade you have should be tankier, something like the crystal hilt has very low hit chance but a big health pool, something, something like the base katana blade has an initiative boost but lower health, meant as more of a glass cannon. Placements *do* matter, but balancing it more is needed for sure!

> But I have no idea what it actually does. 

Ties in the the general stat display issue, wiki helps a bit with it but its merely a crutch.

> I could not sell any item at all if my inventory was full. 

onClickBuySell, if you are a programmer you can guess what happend there... xd

But yes, this is a known bug, we checked for a full inventory before doing the isBuying check and this caused that to happen. Late night programming am I right :P

> Earning coins feels a bit too easy currently

In hindsight we should have made the money you earn logarithmic scale, its currently 10% of your enemy's shop worth,

In a 5v5 that adds up a lot, should also check to make it scale based of team-size difference, so it would reward people for trying more risky fights like a 3v5.

>  I feel you could do it like in Tinker’s construct, whereby you split it into handle, guard and blade.

This is something I liked too, but our artist did not want to overscope that during the jam, we settled for effects but I would love to split the handles into guards & hilts.

> As the more I play the game, the easier it gets for me to recognise the silhouettes of the different swords

This level of game knowledge is what we tried going for, rewarding the player for observing the quests, the quest board itself will never go above 3 points BST compared to your own team, each battle 1 quest gets removed from the board and updated, so there should always be beatable quests on the board for sure.

> A way to use up the extra sword souls.

Initially we wanted sword souls to be a lot rarer, but because its a jam game I decided last minute to make them a 30% droprate instead of 5% because we really did not want people dropping out without seeing some core mechanics, ( thats also why we gave the player a soul and some gold initially )

> Please also buff the baguette

Baguette is currently meant as a mid-game tank, we put a lot of its stats and values at 7 just because,

How would you like to see it get buffed? 


Thanks for playing & leaving great feedback! Much appreciated and hope the dev-notes are clear. :D