Skip to main content

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

This game has promise. But it has so overbearing issues it's nearly impossible to give positive feedback on. Instead, I will write the problems and solutions that you really need.

Problems:

It's impossible to know what, for example, "growth" means when half of the time it's called weekly growth, the other time it's called just growth. Is weekly growth different from normal growth? Is normal growth daily? No idea. I still have no concrete proof of when growth activates, but hey, at least you wrote it differently every time it's mentioned!
Too many things just say "greatly improves" or +1 (random word which is not defined anywhere) I have no idea what ANYTHING does, because it seems like neither do you.
It's not same as having no descriptions. It's like half of your descriptions actively mislead or straight-up lie.

Solutions:

Prevent crashes on every unintended behaviour by limiting player choice until you are absolutely sure the player can do it without crashing.  Do not let me move the character before the map is loaded, so it won't crash. Do not let me move my units into Armor slots so it won't crash. Sometimes it feels like I have more options to crash the game in a specific menu than ways to close it normally. 

Write code that renders the armour and magic stats' text dynamically based on their effects instead of writing in manually for every new item like a madman and then you have a playable demo.
For example, do not write "item increases magic greatly" but instead, have the magic buff spell be "item increases magic by variable%". Now you only need to change the variable in code, instead of having to manually write everything and mess it up.

Even better if instead of "magic" resistance it's just a variable name itself, so it'd be: "itemtypevariable effectvariable typevariable valuevariable"
so you can get stuff like: "Hat increases magic by 10" or "Leggings give 1 random spell"

It's very easy to code, saves time, and most importantly makes it possible to understand what the hell anything in the game does.

(+1)

This is a very cool project being worked on by a small and likely inexperienced team. Your criticism is valid in some ways but not in others. I don’t think the concept of weekly growth is that complicated or hard to understand. There is no need to be a dickhead when giving otherwise good tips and criticism.

(+3)

Hi hi! I'll let you know with v 1.7 there's a lot more accurate and a lot more numbers in the descriptions.

Your comment about it being "very easy to code" is useless. What's easy within your framework might not be easy within mine. And this is not me being lazy; I did the skill description update. But it was not very easy to code and it did not include doing any of the things you described, because that's not how my framework works.

Anyway, the game crashes when you drag a unit into an armor slot? I didn't know. I'll look at fixing that. Not sure what you mean about "don't let me move the character before the map is loaded". There's no such thing. Maybe you could instead tell me what you do to have this bug occur? Then I could actually fix it.