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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 

The main story is probably gonna be mostly separate from guild quests, but I'll take it into consideration. Each class already has passive attributes like rogues having high crit. chance & Sorcerers having a chance to reflect magic. As far as unlockable passives, I would add something like that but I'm not really sure I can implement it. I can't implement it in the same way as unlocking skills unfortunately. There is a way I can add passive stats & effects to items that you have, but it would apply to everyone and not just one character. I'd like to add a better skill unlocking in the future that adds a visible skill tree that has skills, passives, & stat increases that can be unlocked, but I'm pretty sure it's not possible with what I've got (At least not easily possible).

actually i might of thought of something about the skill tree you could make the skill tree have normal skills and passive  that apply to everyone you can make it so some skills could level up more than once and for normal skills could increase stats or exp

Yeah, but until I get a different plugin that can do all that, the way the skills work right now is gonna stay like it is. It probably won't be added for a long time. 

ok well could you put healing points in dungeons and also make it so you can only save at those points in the dungeons

and could you eventually add like a secret quest where you could get very good stuff but you need a password that you find through out the game in different locations it could be cool to do that eventually 

Yes I can, I don't know if I'll make it so you can only save at those locations when in dungeons right now. Once the combat and balance is more locked down and in a better place I'll restrict saving in dungeons, but maybe I'll add it just to see how it is.  Adding it in isn't a problem though, it's easy to do. For the secret quest you mentioned, I do plan on doing something like that at some point. I'm not sure how exactly it'll be implemented yet, but I've had ideas about secret ways to get OP items/weapons. Maybe it'll be tied to a password, maybe just being at the right place at the right time, maybe both, maybe something else, we'll see.

you could always do a secret thing per update something for people to try to find or not up to them