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(1 edit)

Hey Threshold Seven. I love the new mechanics in the new updates but I have some ideas and suggestions-

Dragon Teleportation- If a dragon which has been told to follow you is too far away, it teleports to you.

Backpack- Increases weight limit (double?). Perhaps adds more inventory too.

Mountain steps- To get to the green dragon egg on the island there is a lot of running at a slope and spamming c+space. Perhaps also add bridges and such in the jungle mountains as It  just get plain annoying before you get a dragon (that's if you don't die from fall damage before you get it) 

Muddled- I have died way to many times because I couldn't craft life saving items when I have the materials. Way too many. Please consider changing how it works or removing the function altogether.

Fire- The fire ring and pit are a little sketchy, its hard to tell if it is inside the "extended life" hitbox and it doesn't register a lot of the time. Not a huge issue but one to look into.

Temples- It might a good idea to have wall mounted torches which could be lit with a lit handheld torch, it might just make it a little disorientating which would be better. 

Thank you for being so dedicated with improving Windstone and for listening to the fanbase! I believe this game will go very far if development continues.

I look forward to hear your thoughts on my ideas, goodbye =)

its_me_

Hey there, all your suggestions are great and most I have considered putting in the game or am already working on. The muddled mechanic is a little harsh isn't it? I've contemplated how to change it so it's less punishing but am still trying to figure out the best way. Maybe being muddled could make things take more materials to craft or take more time (even though I said I don't want to add crafting loading bars in a recent devlog) I think the idea of a muddled mechanic is good, but I know its more of a pain in the ass right now.  The idea of the muddled mechanic comes from the fact that many people IRL that die stranded in the wilderness die because they become confused from hunger/thirst/fatigue/body temp and the loss of their mental faculties winds up ending in them making a bad decision or not being able to complete simple tasks.  Maybe it's just not a fun or good idea for a game mechanic but I think I can make it work with tweaking.  My other thought on the muddled mechanic is to super nerf it for "easy" mode, make it less harsh like the above suggestions for "normal" mode" and leave it as is for "hard" mode. I've yet to implement difficulty levels yet though, so this is just a thought. All in time!Thanks for the input