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(+1)

Sorry for the wait, been at work and just got settled in and wanted to read this before playing again.
So.
It's nice to know you're reasoning behind a lot of the stuff now, and that some of it was on purpose. While some things might not be to "my taste" I at least respect that it's the way you wanted it, and creator vision is something that i always like to put at the forefront of a game, Though, saying that i do want to hop into what you said.

I wasn't aware that abilities had a 100% hit chance, i thought that i was merely hitting more often due to generally throwing a lot more points into int than i did other abilities while picking a warlock. I actually played again for a bit after looking over this to try to try out stuff based on what you said. And in general i feel like i'm doing better but....

It seemed like the closer the enemy was, the less damage i did to the enemy. Now this might have just been a string of bad luck on an enemy will higher willpower, as my damage was suppose to be 10 to 14 and i was hitting this fishman with 11's, until they got within 2 squares and i started to hit them for 9. Then a traveler, the bane of my life right now, came and he was taking 2 to 4. He had a cloak of winter and linen pants of the giant, (what the game said) and i forget if he was taking more at range but i was dealing 4 until he got closer and i was then dealing about 2 a hit. Now i like the idea that closer = less time for magic = less powerful magic. Yet, i';m not sure if that was just bad luck or a bug or how the game was suppose to be.

Also travelers... I know what they are suppose to be like, but i killed 2 fishmen and was close to the crater... do they just spawn in "visiting" ;the crater to see what's up? Cause sheesh their speed + apparently tanking magic... I thought i could take him and then i wanted to press charges against the man.

AS for the rest: I didn't know magic wepons scaled off int, that's something i haven't seen before that i remember and i really like. I did get some but not as my warlocks, i got them as a berserker who i was super lucky with and apparently every miner in the yelling mountain caves had magic pickaxes (they hurt so bad)

I also didn't know armor would only defend certain body parts, it didn't seem like that but i reread the tooltip as well. Should have paid a little more attention on my part. though a good deal of armor still seems to at least give 1 or 2 fire early game, so i feel like my point "slightly" stands, but i can see your point and i'm not pressing this one. 

I feel like the best way to balance necro might be either warning that zombies are weak, or giving an option for an ability early on. like instead of raise dead they get an option to get say, a small damage "curse" or the like that can be close to the warlocks fireball but less damage, possibly less range, but is more of a "utility" ability (I don't know what they have come level 2 cause it's been hard playing them, so you might have an ability like this), and then level 2 they MUST have raise dead. Only cause while i know you don't want the zombies to spiral out of control, i feel like a single farmer being able to take out 2 or 3 and then that farmer only becoming 1, which means you have to then hunt rabbits before another farmer comes along. Just ideas, trying to help here, not saying you have to do it this way. If the necro stays like this cause it's how you want it to be, i might not play it much but i would try to do it as a challenge or to eventually learn it.


as for that... I think i covered everything? still love the game, will love to post more as i play more often, find out new things, have ideas you might be interested in. More so cause i like how, despite your full work weeks, you not only take the time to read but people say but reply in such a kind manner as yourself. It's also nice hearing things like what i said was "good feeback" and not just a "complaint"~

(2 edits)

The range thing on abilities was just bad luck. There are no mechanics like that in the game.
As for the traveler, there will be some relevant changes in the v0.2.5 update.
I think I'll leave the necro for now (it might get changed later on), mostly because summoning zombies is unique in the game and only available to the necromancer, I don't want to push it into level 2, because then everyone can be a necro. :) I'm okay with some professions having a more difficult playthrough and some more comfortable, some players might pick a race + profession combination just for the challenge. I'll play around with him a bit more to see if some tweaking is required, maybe beef up zombies, or perhaps they are fine as they need a different playstyle than other characters. Also on level 2, I think necro gets acid spit, which is a stronger version of firebolt.

I'm happy you enjoy the game, and I'm looking forward to more of your feedback and ideas. :)