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(1 edit)

Hello GrayBard!

Thank you for trying out TBD! 👏

I appreciate your compliments and feedback.

I'll attempt to address them below:


"Perhaps you include more elite or colossal battles sooner... I'd even reach certain level selections that were all "normal" fights. Maybe more variety per line? "

This is good to know, in this next update, I've slightly increased the odds of elite battles at lower world levels.


"I feel it would be better if you just had this all pop up when you hover over the icon at the bottom while selecting each skill."

This is something I've experimented with, unfortunately I've had trouble preserving the clarity that an enlarged pop-up provides while still fitting each pop up on the screen. This problem becomes even larger when there are more than 2 effects being applied to characters, especially characters that are right next to each other.


"Love that you have voice acting, but sometimes the voice audio is really low and difficult to hear over the music. This can be fixed by adjusting the audio (which I did) but maybe have default dialogue audio a bit higher so we can hear the opening voice acting better, cause it's really good :-)"


Thank you, this is helpful, I've since updated the default settings, slightly lowering the default music volume and moderately increasing the default dialogue volume.


"I was a bit confused why enemies changed positions when you could still attack them regardless of where they were. This would make more sense if enemies in the back or middle could only be targeted by certain skills... or do they move around so they can use specific abilities."

That's a fair point, there used to be restricted positions for skills but I found it too restrictive.

Overall, I find the ability to select targets and those that will be affected around the target (for aoe skills) more interactive/engaging.


" I wasn't sure why they shifted around. That part wasn't clear to me."


Characters move as indications of their turn order, where those at the front are closest to taking a turn, and those at the back are furthest from taking a turn. 


"I wasn't sure if there was a pro or con to choosing Firedin or Lightis battles. Was there one?"

So there's an entire elemental system, I'm not sure if you were able to catch on to that, but essentially there are elemental advantages, where one element is strong against another and weak against another.

I'll probably add a brief tutorial on this as well, but you can find this info here:



"I finally got to a merchant, click on them, and nothing happened..."

Thank you! Bug catching is crucial, and thus I'm grateful to know this.



I think I've pin-pointed a potential issue that can cause this, but if you do happen to run across such an issue again, a screenshot would be awesome, as knowing factors, such as what world level you were at can help me indicate what goods the merchant would be able to show you (the merchant's goods are based on your progression).



Game Updated:

I went ahead an implemented these updates based on your feedback, so the current version should have some improvements, although you personally won't experience all of them, for instance, once you change the volume settings, the default values are ignored.

I'm not too sure if the merchant bug was fixed though, I'll need to do more testing on all of the different cases that can occur, but I did make a change for one potential merchant roll that could have led to an empty selection of goods.



Thanks again GrayBard, for taking the time to play TBD, it means a lot. 👏

(+1)

NP at all. I'll give your game another try sometime today. Really enjoyed it. Thanks for the detailed reply, too! I'll give your game a follow!