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Thank you very much for playing and spending so much Time in it! I'm glad you enjoyed it!

Spells being broken is a major one on the List, apparently they don't unequip themselves properly when swapping weapons, I hope to have it fixed for next DD. (Same with being unable to deal damage sometimes, or being unable to attack at all)

Opening Options Menu in the Title screen should display a box full of debug Text, nothing more for now. Opening it in the Ingame Systems menu should do nothing, but I have been using it before to test save deletion, maybe I forgot to clean that up, my bad.

If you explore enough, you should be able to find nearly any equippable Item and an abundance of healing Items ( aswell as a bunch of statboosting plants), the Traders are more there to clean up your Inventory and/or if you're too lazy to look around for stuff, you can buy it. I heard/have seen quite a few people bleeding the traders dry of money, so I'll adjust it to them giving you less money for your stuff in next DD. I'll also make sure to look over weapon/levelup balancing again, so there may be more situations where it might make Sense to get something from the traders.

NPC Quests are more or less all part of the main Story, but since that is barely started at the moment, they aren't really all that useful right now. As for Questrewards, they'll give XP when I get around to balancing the XP rewards ( at that point, enemies and NPCs will also give reduced XP, to force you more into quests if you want to level up), but at the moment its just 0 XP for all of them.  Ideally I want the Player to barely hit level 20 by doing all Quests and killing all hostile creatures once they get to the end of the final Dungeon, but for testing purposes everything gives way too much XP atm.

I don't have a real Ownership System in place, so you can't really sleep in NPC beds. I could allow the Player to sleep in every bed, but then it could lead to awkward Situations where the NPCs use the same bed at the same Time. And while it is a great Idea, the Player isn't really supposed to kill NPCs ( I understand that a lot of people right now just murder through the Pirates, as they just stand there doing nothing, without them having proper Dialogue and all), so I'm not planning to add that in right now. I might do it however, if I find people still killing a lot of NPCs once they all have their Story setup done.

Druidev should theoretically warn you to leave his shed before attacking, but  hes just a bit to agressive at the moment. Also theoretically people only chase until you get far enough away, but most creatures have the same speed as you do, and chase almost endlessly.  Maybe I'll also add a Timer so they stop aggroing if they haven't attacked you for a certain time, but I'll have to see how that is affected by you jumping on stuff to get out of reach first.

You can access equipped weapons and spells through 1-0, next DD, it'll show a small text what spell you've just drawn out, so you don't have to memorize it. Other Items like Potions aren't intended to be used during combat, so no quickbar for those. 

I'm thinking about Quicksave/Quickload, quite some People seem to want that, so I might add it in, overriding the last save you've used or something.

(+1)

>Opening it in the Ingame Systems menu should do nothing, but I have been using it before to test save deletion, maybe I forgot to clean that up, my bad.

That's definitely what happened. Good thing you know how to fix it.

>I could allow the Player to sleep in every bed, but then it could lead to awkward Situations where the NPCs use the same bed at the same Time.

An island full of men, and only one girl sharing bed with one man each every night... yeah, I don't think that's the type of game you are going for, but of course I would not mind.

>the Player isn't really supposed to kill NPCs

I think in these type of games people eventually just end up murder hoboing everyone. I guess one way you could make players less likely to want to start killing them is if they all had ranged weapons, and the moment you attack one, everyone else in the area would start shooting. Of course some players will enjoy the challenge even more.

>Items like Potions aren't intended to be used during combat, so no quickbar for those.

ok in that case, that makes sense.

Good luck with the development, and see you in the next Demo Day.