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I could make some of the characters require higher ranks to recruit them. The reason they're all easily accessible right now is because the world isn't big yet and I wanted them to be easy to get for now. In the future they'll be more spread out and I'll add in the rank requirement for some.

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yeah i know would be nice if there were skills like mining cooking can gain level up and could you give like a walkthrough per update i mean some people need it more than others but it would help a lot in case a person gets lost i dont mean like this early but later down the line

Yeah, I can make a walkthrough later on. I'm sure even now it would be useful though with the different hidden areas. 

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it could be cool to have weapon crafting and maybe have gem fusion into the equipment and maybe later have legendary equipment that could also be rank based the higher the rank the better the weapon and could you add in dungeons 

Weapon crafting is already in the game and I don't want to make it anymore complicated than it is. I do have plans for weapons that will be significantly better, pretty much like a legendary weapon for each class. I might make one of the weapons for each class rank based, maybe make some equipment rank based as well. There's also already 'dungeons' in the game. Most aren't really what you would typically think of as a dungeon because I'm trying to keep the areas more organic in structure. They aren't built to seem like a dungeon, it's made to seem like a part of the world that you've come across. Instead of it looking like the typical hallways with enemies to fight, I want to make each area/dungeon look like it belongs in the world (at least mostly). However, I do plan to add in some of those traditional style dungeons later on, but hopefully in a more interesting and fitting way.

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your game is pretty tough starting out depending on what quest you start with but it is a lot easier with party can you put preferred levels by the places and i am sorry if i am annoying i just didnt think of the ideas at the time 

I can add an easier quest meant to be done first so that you can get some levels before doing the other ones.  Quests have a recommended level that you check in your quest journal, but the balance for the classes is still off right now (I'm working on that for the next update). So depending on the class, you may just one shot everything or have trouble doing damage. Every area in the game in the current version scales with your level, it takes the average party level +5 to -10 to decide the enemy level. Bosses are set up to only be between level 1 - 10 or 15. 

You're not annoying, I'm happy to respond to and address feedback. I'd rather be getting feedback instead of receiving nothing. I at least know that there's interest in the game.

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i have a better idea why dont you put in a training hall that a person get get easy exp early where you can choose to battle certain monsters so that a person can train up some levels before going you can make monsters that is in the training hall exp only it wont disrupt the balance of the game if you limit its usage and i hope there will be a story later down the line  

I like that idea, and I know just what to do to implement it. I won't use monsters, I'll just have some trainers that you fight so you can level up. There's also going to be a story added much later on. I need much more of the world built before I can really start adding in anything. I consider the story more of an addition rather than the main focus, like how in other open-world games you pretty much just drop the main mission to go do side content and explore as soon as you can. BUT, I know some people prefer to  focus on the story and do that, so it won't be as though it doesn't have much work put into it.

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for the story you could make guild quest harder for the main story what i mean is the quest itself could be very hard apart of it depending on which one maybe not at the start  but it could become very hard later and will there be passive skills depending on the class you chosen and could you put a class difficulty thing to know how hard it is to use that certain class