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Hello again!

So the thing is...I actually haven't really gone back to the game to try to get to the other bosses (other than the hydra which I beat). I'm afraid the incentive for getting to the end has kind of diminished a lot after trying so many times to learn the game and playing through the start so many times... At the moment, with the current content and pacing, it feels rather tedious to go through the start of the game. I tried to casual dive back in and keep restarting so that I could see a different boss, but there's no room for casual play! It can be a harsh (but very rewarding) game! Are the other bosses very different than the hydra, or is it just some stat differences? I kind of assume that I can beat them if it's just different stat allocations. 

One thought I had was that, maybe you could have a "easy" or "casual" mode? More health, more items slots, and a shorter endpoint maybe? That way, people can experience the game more fully, and hopefully build up some knowledge and strategy as they go along without needed to restart as often. Then, there's the "normal" game for a challenge. Doing this has drawbacks though, like maybe that easy mode will show too much of the content so people might not be inclined to play the normal mode, or, that people will play the easy mode and think the game is too simple and not want to bother playing normal mode and experience the challenge, which is kind of core to the game.

Oh, you mention randomness. I don't know if this helps, but a really really vague feeling I have is that I think that maybe I lose about 1 in 4 games because of randomness. I'm not sure if that's really near being true or just me not being that good, but that's just the feeling I have.

Oh, hm, I don't think I've seen a ring yet. Though...I haven't been trying for the end game much...

But for sure I'll be trying out the game as it develops, and with your updates! I look forward to seeing how it goes, and good luck!!

(+1)

Hi Ripple thanks again for your reply!

It's true, the other bosses are just different stats, but that means you'll have to grow your character differently and gather other gear etc...

From reading this and also hearing other people's comments I think the game has become a bit too harsh. I have played with the idea of an easy mode, but I'd much prefer the game to be better balanced in the first place. Also, an extra mode means a lot more testing and tweaking. I want to try to make the game's difficulty rise with the subsequent characters that you unlock when the game is completed. So the first character has a ring that makes the game simply easier to complete than the characters to come. That might work, although it feels a bit weird for a new unlocked character to be less strong...

Oh, another thing, I've followed your earlier comment and clarified the speed stat somewhat. During combat you now see the hit chance for each weapon whenever it's below 100%. I think it's an improvement. Thanks again!

Well, I have seen some roguelikes where you can unlock "challenge" characters that have more complicated and harder mechanics. You could make some character unlocks easier ones, and some harder. Maybe you have to work harder to unlock the "hard" characters?

I would still like to see hit chance even when it is 100% for clarity sake. Or some other way to represent normal hit chance. Maybe the weapon text is in green? Or maybe when hit chance is less than 100 the weapon text is red?

ah! There's a new update! I'll have to go and try it out again!

(+1)

Yeah I will tune the characters some more and make sure there's some difference in difficulty there.

I could of course show the hit chance in all circumstances, but I kind of like to keep things as simple as I can. I'll ask around and see what people think of current presentation.

Thanks again for your input Ripple! 

I have played through the new update!

And this time I took notes! Here they are, as a string of thoughts in the order that I encountered them (rather than as a complete overview sorry).

-You have re/named some of the mushrooms I noticed. The magic mushroom says it "grants an experience", but how much? 1 exp, or more?
-I remember some grammar mistakes but...I didn't write down where they were...I was going kinda fast.
Do you level up faster now? I think I'm getting exp potions faster. And looking at the character sheet, I think the numbers for leveling do seem smaller.
-Huh, I'm getting a lot of Monster Parts. (Note: in other play throughs (with the next character) I didn't get nearly as many. Is it because of the character, or just rng?)
-Oof, starting with a passive item rather than a 1-off item (potion/key/torch) just seems so much stronger.
-Sometimes you don't start with a shield... and sometimes you get a shield and dagger. It would be nice if you always get a weapon and shield.
-The reminder of the boss monster (dragon/hydra etc) is a nice touch because sometimes I would forget what I was actually building towards :P
-Before the end I always sell my ring of life. Does it work in the castle? Or is it just always better to sell it for cash?
-When you sell items (mainly for Magic Mushrooms) it would be nice if it didn't go back to the shop screen so you can sell multiple items in a row?
-Ugh, sometimes it feels like there are not enough weapons, or sometimes not enough shields. It forces you to flee a lot. But then again, the exp cap was lowered.
-That wizard with spells was scary! I beat him, but I wonder if he has the right spell, he can really cause you trouble and maybe force you to waste a lot of resources on him.
-Well, I beat the Dragon! Though, hm, the boss really didn't feel unique enough, though maybe it's because the difficulty was tweaked? I just did the usual balance of stats, and made sure to store up spells and mushrooms to use as needed. But it still felt like the hydra fight to me. While the simplicity of the game is a selling point, maybe you could add a tad more flavour to the boss? Like each has a unique power? Or maybe each is tied to a unique spell, which they cast (like the wizard. But then...maybe make the wizard do a different thing or it's too much like the boss...).
-ugh, random poisonous creatures...the snakes were bad enough! It is really hard and costly to avoid Snakes already. You basically have to save every elixer for them, because attacking through is too costly: either you don't have the speed, or your damage isn't high enough, or it will cost you too much weapon durability. Maybe you should only have to fight 1 snake... Does the amount of snakes increase? Is the number random? Usually I just try to save elixers and take the poison... try to take it both ways going in and out, and then elixer.
-Ooo, the Wizards staff freezes the casting price? I died before I could test it more, but does it use up durability, casting spells?
-Bug? The knights helmet did not display a crown for unique artefact
-At 36/50 along the path, going into darkness it dealt 9 damage to me!! I saw 8 damage possible before so I thought I was safe, but 9 damage that goes through armour? So you're forced waste monster parts or heal potions to get to 10 if you have no torch or are saving it for poison and snakes? Is it just instant death trap? Seems so punishing...
-With warrior does the difficulty scale? I kept running out of weapons. Maybe it's just because you have less attack so you have to use up durability a lot more. And it's costly to attack through spider webs so you don't have money for shops.

Phew, so far I haven't beat it with the second character, the warrior. But those are all my notes! Those were some fun improvements! Good luck with the development!

Wow. That's a lot of feedback :D Let me go through it!

- Just 1 XP
- I welcome all feedback about text and language! As I'm not a native English speaker, I reckon there are loads of grammar mistakes :(
- Ah yes I made some changed on that part
- I don't think I've changed that, so yes, probably RNG
- I think I've lowered the chance for that, but yes that's a good start right :)
- Yes, that would be optimal, but also limiting the choice space. I think I like a bit of randomness there. I've made sure that at the first merchant you can always get the 2 weapons you didn't get. So that soothes out the RNG a bit.
- Thanks! I hear that from more people. Actually I have a story on the backlog to add a quest notebook or something, but I think it'll have to wait...
- That's a great tactic ;)
- Ah yes, I've had this comment before. I understand its a nuisance, but I also like it for the clearness it gives. I'll have to think about this one...
- I'm trying to tune down the amount of enemies a bit, that will hopefully save weapons as well.
- Glad you like him!
- I agree the end boss could be a bit more climactic. Thanks for those suggestions, I'll think about it.
- I'm going to tune down the snakes, because I think they are too hard as well. I'll probably turn down the amount from 2-3 to 1-2 and lower their life a bit. And yes, I use that same tactic as well. Got to love Elixirs :)
- Yes it does :)
- That's weird. I checked it here and don't see anything suspicious. I have changed it so that the icon only shows up in the inventory, though.
- I agree that's a bit out of range. I'll change it back to 8.
- No, apart from the stats and the ring the game is the same for each character. I'm thinking about changing them a bit, though. I'm thinking of making the first character a bit easier (give him 15 life probably) and then make each character 1 step harder.

Thanks a lot for playing the game so much and leaving all these notes, RipplePoint! I really appreciate it! Gives me a lot of insight on how easy/hard the game is and where it can be improved. Cheers!

(+1)

Hi Ripple, I want to thank you for playing and providing feedback by adding your name to the credits. Please let me know if you'd be OK with that and which name I should use. You can also drop me an email if you want: jordin [at] keeweed [dot] com

Cheers!

Oh thank you! Sure you can add me, just as "Ripple" will be fine. Glad to see my note taking proved useful to you. Good luck developing your game!