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(1 edit) (+1)

Overall, great fixes. Especially with the level scaling. But I'm not sure about a few changes. 

1. Effects no longer stack: The stacking was not the issue. The issue was that every time it stacked there was a new icon. That becomes cluttered very quickly. 

- One effect, one Icon, stack up turns until a limit, or infinitely.

2. The skills tree changes: I found this game a few days ago and really loved the way I could really customize each randomly selected character to fit each specific role in the team using the skill tree. But now, after just a few days playing, it's been uprooted. Everything is now up to chance. It sucks to keep getting damage skills when you really need a tanky build on a specific character for that specific run.

- This was also an issue of clutter, not really a mechanics issue. Having the skills pop up after you made a choice instead of having them all visible would have helped mitigate the clutter that was the old skill page. 

- I suggest having players have a choice between two skill options from each category instead of a choice of whatever the game randomly thinks should be on that specific character.


Quality of life changes/bug fixes I'd like to see:

- An actual Title Screen. 

- Save slots.

- Clothing style options.

-(Not sure if it was a feature or a bug) Skills not saving / resetting every time I close and continue the game. 

- A Mobile version of the game. (I know it's not likely, but some mechanics just scream "Mobile game.")


I will give this new version a try and will comment again after sinking a few hours into it. 

Thank you for this great game btw! Keep up the great work.

(+1)

Thank you for the feedback Kamouri!

- One effect, one Icon, stack up turns until a limit, or infinitely.

The tricky issue here is that even for the same effect you can sometimes get different values, for example, attack buff that grants +20% Attack vs. +40% Attack.

- The skills tree changes: I found this game a few days ago and really loved the way I could really customize each randomly selected character to fit each specific role in the team using the skill tree. But now, after just a few days playing, it's been uprooted. Everything is now up to chance. It sucks to keep getting damage skills when you really need a tanky build on a specific character for that specific run.

I did foresee this as a potential issue for some players, ultimately what I've noticed in the long run is the there were some nodes on the previous skill tree that were just so good even when they were reduced to miniscule values they were picked most of the time regardless of the character: (eg. On turn start - Heal)

The skill trees are set up to synergize with the effects of the character as well as their element (Fire characters will have more attack based effects for example).

I was also considering having a reroll mechanism at each row of the skill tree so you could reroll nodes using a currency you collect over time, thoughts?


- An actual Title Screen. 

^^, fair enough, I've been holding off on naming the game so this hasn't been as much of a priority for me, but I'll start brainstorming.


- Save slots.

Good point, this was going  to be further down the road in development but I'll start mapping it out.


- Clothing style options.

In terms of customizing your avatar?

If so I plan to extend this later on, with an included way to customize the avatar even after you first set them. But for clarity, I assume you mean different hat types, different robe types, etc?


-(Not sure if it was a feature or a bug) Skills not saving / resetting every time I close and continue the game. 

Hmm, that does sound like a bug, do you recall if you are quitting while in the battle layout? That's the main case where it wouldn't save your changes. I'll investigate.


- A Mobile version of the game. (I know it's not likely, but some mechanics just scream "Mobile game.")

I'll consider it if the desktop version goes well.


I will give this new version a try and will comment again after sinking a few hours into it. 

Awesome, thanks Kamouri!