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What if you add  like a feature in the Diary option to see the statistic about your game progress? It's a Diary after all, it's supposed to have noted everything you do. Maybe in a system that counts like how many items you've found and how many are there left that you haven't discovered yet (weapon, armor, potion recipe, or something else), killing count for what type of enemy have you killed and how many are they, random event that you've encountered (like the speed potion recipe encounter, its kinda important and you can miss the encounter right? why not add it into a diary then), also an ending counter (I remembered you say something about the game have different endings, would be fun to know how much endings you've got in case you forgot and how much more endings you haven't gotten yet), and how about a monster encyclopedia? Maybe you can add a description to every enemy you've fight, like a backstory or enemy appearance description, maybe even a note about its weakness if you're planning on adding that later.

The Diary option seems kinda empty right now or at least I think so. Would be great if you add something to it to brighten it up!

Diary is not that useful right now. I plan to use it as a tool people can use when they forget something. Things like showing you the motorcycle controls and speed switching with speed potions. It will also have a main quest summary and track important events that happened and locations you visited and unlocked.

I could use it for tracking recipes and items, but I don't really wan't to go overboard with this since I want to strike a balance between giving enough information and keeping some things secret. I actualy want people to miss things on their first playthrough, so that the second one is different. 

The unlocks screen kinda fulfills that role alreay. When you finish the game, the title screen changes and new "unlocks" option shows up. Here you can see all the things you unlocked while locked items are shown as "???"

I plan to add bestiary into the game at some point as well as weapon / armor collection. I will most likely put these in the main menu showing progress from all your saves.

Oh, that's cool. Now I can't wait for the full released game in the future. This game is gonna be a great one for sure.

Suggestion! Can you also add like a hint for how can you get these items instead of just straight up just "???" ? Maybe you can even make it even more interesting by making the hint in a form of riddles with scattered hints for the said riddles. I think it's more helpful that way because if someone wanted to get this "???" item but don't know how, he at least can get a hint of where to start searching. You know... the game itself doesn't have a walkthrough yet, so adding this later on even when it's not fully released yet will really help the player wait patiently for new update while trying to get the "???" items they haven't found (at least I think so).

I might just straight up add the exact conditions for unlocking those outfits / cheats. "???" is really not enough and not everyone has the patience to try everything.

Few versions ago, the game  had achievements, but I removed them because they didn't really fit in. Showing conditions for unlocking things by finishing the game seems more interesting than ordinary achievements that do pretty much nothing.

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Oh ok, I guess that'll do just fine. No need to waste time for some riddles that'll take weeks to complete.

What if you make the achivements as like the name for what bonus/cheats that you got after completing the game? You got a 100 level on pistol and an achivement pops out saying that you'll receive a bonus/cheats after completing the game, whatever that is.

Edit: Make the achivement's name a fun one if you can, maybe a pun or a reference to something? (yea, I edited the post just to add this lol)

Also, can you add something on the pub? It's really empty there and it got so much empty places that you can use to put something. There's always only those two guys who previously sold you the bike and now they're just standing there, can't even interact with them. How about making them playing cards and you can join them to do some gambling? Would be a fun little mini game to earn a few quick money, probably 50/100 silver is enough for a game. But I think that'll be too much to code huh... how about making the gambling about rolling a dice and you gotta pick high or low from a certain point? I think that's the easiest and simplest gambling game (or at least the one that I can think of right now).

That pretty much already happens. When you finish the game, you get the simple text ending and after that you get popups saying what things you unlocked.

As for the names, I will probably just show the "???" slot and after you scroll on it, a text with "End the game with 999 units of food" will show up. To keep things a little mysterious, even though most unlock conditions in the game right now make sence for the item you are unlocking.

The pub is actualy pretty realistic. It is empty most of the time, but on some days characters decide to hang out there. It is pretty much full once that happens. 

And those two guys will have a purpose in the future. Mainly talking between them selves and you just listening to them. They will talk about things you did, things that happened and things that might happen. Kinda like newspapers.

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Alright, can't wait for that update later. I was wondering tho, how much story progress has you been put into the game for now?

Suggestion! I think the insane kobold inside the underground cave is kinda un-matching to the outside kobold. The one inside looks more like a ratman than a kobold with their lizardman-like character. Maybe look for a kobold sprite but with different color and artstyle than just a completely new sprite? You can also just make the one inside the underground cave a ratman instead of a insane kobold.

Edit: Also the crude crossbow and the simple crossbow have the same weapon look. Changing the color would do the trick maybe?

Story is progressing slowly, but surely. Previous main update added two story cutscenes and I want to finish the first story dungeon before the end of november. That's just one path though. Your goal for act 1 is to meet Mr. White. Going with the generals is one way, focused on combat characters. Non-combat oriented characters will be able to get a job in one of the three settlements and get clues to his hideout that way. 

Sprites for enemies are placeholders. Kobolds in this game are pretty much small humanoids with animal characteristics, so there will be lizard kobolds, rat kobolds, frog kobolds and so on. I will be redoing all of the sprites for all enemies at some point. Also, there is a reason why those kobolds in the cave are insane.

Same goes for the weapons. Some use duplicate sprites, but that is only temporary. Entire graphical side of the game can be considered to be placeholders.

Ooh! Now that we're on the topic of kobolds, maybe we could add some consequence to genociding  liberating the Kobold cave. I took out the whole of the garrison there but there's still a bunch of kobolds running amok and just respawn after I blast them all down. Although removing them after you take out the game is dumb since you can grind easy exp with them, maybe there could be a cutscene where some kobolds who survived show up and declare the player to be their mortal enemy.  

I have plans for the kobold cave and the kobold faction as a whole. Kobolds wandering outside and attacking you are from different tribe. That's why they are so aggresive and why clearing the cave doesn't really affect them.