> skill upgrading is unintuitive
Yes. I need to figure out how to invite people to read the description or I will be doomed to make ingame explanations. I'll prob add tooltips for the skill menu.
> zone 1 exit point exits game (returns to title)
Yeah, I thought it was funny, but I already removed that from the new build I'm working on.
> +10 Hp Belt dont work
Maybe it was a +Mp Belt? I myself sometimes can't tell because of the text. And I really don't want to change the game's text but maybe in a much later update.
> No Idea what half of the Stats do, if you shorten them, a long explanation on hover
I mean we can deduce within a few moments what is what, but I should not expect anything and prob need to make sure and tell them what is or let plebs filter themselves jk
my initial design was only for 800x600 screen, I don't have enough space in the attribute menu to display the full descriptions, I had to make it look clean, so I went with what we have rn. Hover tooltip on the attribute menu seems overkill to me but I'll see what I can manage.
> Skill Menu's unimpressionable navigation buttons
I actually wanted to make a skill tree similar to PoE's colossal passive tree, but I've yet to figure that out, so I went with the 'browser look' hence the [home] and [back] buttons are on the top left.
I placed the other branch/navigations buttons at bottom of the menu so the skills in a branch gets focused on.
I'm leaning too much in the minimalistic design aspect, I didn't want to take away too much attention off your character and what's happening around it.
> Why doesn't drag and drop override whats on the Slot?
I have this 'Synergy System' where you can combine compatible skills, you place another on the base skill and it gets the added skill's mods.
It makes crafting skills tedious because you sometimes need skills from different skill branches, but I've yet to have a better idea on how to do this. Do you have any suggestions? let's make this game good :)
> but why not have me level HpR directly then? Unless Stats can affect multiple other Stats
Yes, in the Attribute Menu the stats on the left are 'Prime Attributes', they affect the 'Basic Attributes' to their right (in increasing returns). Basic Atts have 'Sub attributes' (eg STR(Strength) - PAtk(Physical Atk) - MAtk/RAtk(Melee Atk / Range Atk)) - Basic affects Sub.
And we also have 'Super Attributes' - notice in the menu attributes are grouped together, those have the same super attribute. Super Atts affects Basic & Sub Atts of that group (eg POW(Power) affects lower atts of STR & INT attributes)
My game has Stat/Attribute autism.
> dodging invu frames
We don't have that here. We dodge by letting 'hit vs dodge' do its thing (for physical attributes only), getting out of strike range, and getting out the way of projectiles.
> Why is both your level (as in status) and your level(as in floorlevel) named level?
Character level and when you open the Map it shows Area Level, we can distinguish that much. I can switch the Area level with 'Zone'.
> attribute point, not going melee, shifting to lightning/poison hybrid
My (barely a) game has a learning curve, git gud jk (dont hate me bro haha)
It was a good idea to invest in the Constitution/Restoration attributes (Health, Stamina, Mana / Endurance, Resilience, Spirit) to get decent flat values, then unlock/upgrade passives from the 'Fortitude' skill branch to multiply the flat values. My suggestion for is to max your prime resource and dump 30-50 for other supplementing resources.
Elemental property effects
- Fire burns for ATK/3s
- Cold chills (reduces Speed by 30%) & freezes (cold stun)
- Lightning does a 0.3 mini-stun
- Poison burns for ATK/6s - I wanted to incentivize players to combo poison property skills with 'Toxin' support skills - with the lengthy poison status you will notice the toxin effects
If you're willing to give my game another go I can make you an early game guide, you'll only use your first 8 levels (fast, high regen, hits hard).
> Vendor
You can access the Vendor and Stash at the beginning of every zone - Respite Zones have a zero sublevel.
Yeah, Vendor doesn't do anything special atm, you can sell and buy pots though
> As for Equipment, nothing fancy, except for a legendary Wand for 10-20 spell damage or something.
You might find an item with a nice base mod with 3 bonus mods but only 1 is useful, equipment will stay like that, fully random mods (not exactly). My modifier generator rolls through a table, randomly selects a mod then checks if it's compatible with the base item (some mods can only spawn in some base items).
I have an item crafting system in the works. When it's done this will let us upgrade the base item, upgrade mods, extract mods, add mods. This is far down the list though.