Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Hey, thanks for the great feedback :)
Some of these findings are really useful and some others have already addressed. Regardless, I have copied all this to my huge list of TODOs and will be handled properly in time.

  • Potions in general are now "targetable" items, that is, a user can target another character to use them (usually herself). So, another healthy character can simply consume an action to use this "Potion of Cure Paralysis" on another paralyzed character, no problem :)
  • As far as I remember, the only "Iron key" needed is the one to open up that room with goblin chief (which has this "Golden key" behind him), which you can find on a corridor. But since you can get the golden key and move below, its all good I guess. It was not intentional, perhaps I forgot something along the way; maps were always in a state of changing :)
  • I could just speed up the animation transitions between movements to simulate that "instant" feel and look; I can add such an option, I fully understand this one.
  • Regarding the delay between monster's attack and character's action, I think I've solved that already but will check again. I think you can simply can't act now, unless monster ends his turn/animated action, but will double check. Thanks for bringing this again to my attention :)
  • Spells have been reworked and rebalanced a lot now and there's no "Firebolt" for Cleric :) But will re-check on character generator to be sure; but I think this bug is long gone already.
  • Character generator has been reworked as well, so I will check feedback with newer version. I think I've fixed the issue of casters having many starting spell charges (slots), by rebalancing "Intelligence" impact. The spell allocation  (per expertise) now starts from "10 / 5 / 2 / 1 / 0", and can go down/up based on "Intelligence"; previously the allocation was bigger, indeed.
  • Regarding attack & spells numbers, I am already providing the game's rulebook where everything is provided there (and even pseudo-code) but I tend not to show a lot of numbers in screen; I may add some combat log where player can look by clicking a button and might add an extra info on each combat line, but it wont be anything exotic like these D&D pc games :)
  • Yes, level ups are not doing much, at least vs what D&D does for that matter. The game is all about finding skill trainers and getting experienced on these on your own (not by getting levels and selecting them from lists). Its easier to see "Level" as another small statistic, like a level on a "skill". Levels on themselves are a bit abstract anyway and there's a big cap of 100 on them (and 20 for every skill)