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(1 edit) (+1)(-1)

I will just comment saying that you are spelling bullshit mostly, like really.

First. We only have the first floor available for now so we don't have acess to ALL weapons or ALL skills because the lack of easy XP to lvl up. I don't even understand why you are commenting on 'why all the equips aren't available in a fricking DEMO'.

Second. You don't have just one save spot, you can have multiple saves so if you do something, buy something, trigger something, etc you didn't want to, you can have a lot of saves as backup so you don't screw yourself, stop being lazy.

Third. You think the game is unbalanced because it's difficult? LMAO! It's unbalanced, yes. But because it's WAY too easy. It's a fricking RPG, you can grind to hell and even bosses get easy to beat, plus all the classes have a really strong build to them, you can literally test it. Once again, lazyness.

Fourth. And the only thing you said that makes any sense. The enemy encounters, i do feel that it should just be one or limit the in-map encounters to special fights/events. Having so much XP available makes the game too easy.

So, the thing is: get out of your lazy-ass high horse and try to make contructive critics instead of crying like a baby because you think it's hard to play a fricking RPG.

(1 edit)

The developer himself agreed with several of those points. Combat isn't easy unless you make an agility build (or regen build). So it's broken in both directions. You either AGI build and breeze through or don't and you're screwed. So I either build a broken build and win with no fun or I don't and it's unfun.

Also, I never complained all equips being unavailable. I complained Sword Dancer needs a spear to use their level 4. Classes are already limited in what weapons they can use, so this doesn't make any design sense. Usually, the reason you'd do this is for a multi-class. "What do you mean by multi-class?" I hear you ask. This is when a class isn't just once class. So, for example, if it was more of: "Sword Dancer/Guardian" and every time you got a spell you got TWO instead, with contradicting weaponry so you had to choose one path or the other, this would make sense. In the current design, it doesn't. It's also not that the spear isn't available, but you can't get it without lockpicks, which only rogues can get. So inexplicably, Sword Dancer cannot use their level 4 ability without a lot of finagling, even then it's outside their namesake for no clear purpose.

No, I think the game is unbalanced because it's unbalanced. You either make a build meant to take advantage of the system math and win easily or don't and have no fun.

Also, I've beaten every Persona after 2, every Exile game after Crystal Souls, all of the old Fallouts, Arcanum, Lionheart, and more recently (since unsurprisingly, as an adult I have less time nowadays) Underrail and Age of Decadence. These all have not-so-easy combat. Age of Decadence is the sort of game that, if you don't build specifically for combat, combat will destroy you -- even then it's very reliant on luck. Underrail if you don't pre-plan your build, you will be destroyed, even when you do it's not easy. I'm well used to RPGs (there are many I haven't named), used to the grind, difficulty, and used to bad design (although I love Lionheart, it was a rushed game by a dying studio with several issues). The fact is, this game has an interesting premise with an undeniable amount of love put in, but it's an artificially difficult game since the systems are what make it difficult. There's nothing to master, it's either you build a broken character and Thanos snap the enemies or you don't and you have no fun.

At this points I'm just looking up which variables I need to change in a hacking tool to just experience the story. As for gameplay, I concur 100% with everything that quewye has pointed out. I've been playing these RPGs for 30+ years, there is an old but gold formula that works for them... Trying to stray from that perfected formula was a huge mistake given the amount of love and passion put into the game everywhere else. If you are going to have random encounters in the game regardless, then you need to have them reward the time they are taking up by making them take up less time in the future. This is typically done traditionally with XP.

What I don't get is in another post the dev says they don't like the grind aspect, yet they still have a ton of encounters between point-A and point-B, doesn't even matter if they are random or ones you have to dodge. Time needs to be rewarded for dealing with them. It's a critical function in these kinds of games for a reason.

If you need help with combat balancing, I think I might be able to help you.