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The adventuring interface (overworld map?) is a bit confusing at times, it's difficult to tell when I'm waiting for an action to complete vs. needing to end my turn, which seems to cause me press "end turn" while I am actually just waiting for some minor action, which means I now waste 1.5 turns of AP.  It would be nice to have maybe a "status" indicator that told you if it was still your turn.

This game has a lot of potential IMO, if you make good money off of it I hope you invest in some story, for a sequel / game family.

The engine so far seems like it could be well suited to many different styles of old school turn based games.

It feels like Arcanum / Fallout 1 & 2 hybridized with older JRPGs and a Diablo 2 (and family) skill tree. If you haven't played the named games before it might be worth a dabble to see what you can glean from them.

Things I like:

  • The radial action menus
  • The skill trees, although some of the skills themselves could use more flair / distinctiveness
  • The character classes - although I don't think they are made clear enough in the choice dialog, maybe let us peek at the talent tree / stats?
  • The drawn art is cool, reminds me of some of my favorite late 90s / early 00s RPGs

Things I don't like:

  • Can't use my herbalist to heal characters in the overworld map so I have to pick off the strongest enemies first and then heal my characters up until they are good enough to start the next battle, then I can get the last one
  • Items rarely seem worth using (except to heal in the overworld map, and the free XP from some of them). And can't be sold, so I accumulate a huge list of items I won't use
  • Items can't be used in the battles, so I tend to forget about them altogether
  • Defend / wait  talents feel really risky given how fragile characters can be in the game, which makes me want to spend those points in less interactive talents.

Just my $0.02, don't let anyone tell you how to make your game.

I'm a developer myself (not games though), and I would suggest setting up some way that users can store the savegames to a disk, for two reasons:

  • Trying out multiple character / party styles
  • When a repeatable bug happens, now we can share the savegame back to you

I would suggest putting an export button somewhere in the config / settings / options dialog.

I haven't actually profiled it but the game behaves like there is a memory leak somewhere, after an hour or so everything grinds to a halt, refreshing the page / closing & reopening the tab fixes it (even on the same save game).

Hey, I really appreciate the feedback. It really helps to know which areas to focus my work on.

About the "end-turn", I agree, I have made it so that there are notifications that tell you "Your turn" and "Enemy turn", but those are not sufficient I feel. I will get to it, hopefully soon!

I take what you said about the engine as a compliment, it makes me feel less like a fool for writing the engine myself :)

I have played Arcanum and Fallout and Diablo 1 and Diablo 2 and some jRPGs, I have definitely been inspired by the RPG genre! :)

The game draws a lot from turn based strategies like Heroes of Might and Magic and Disciples, but with the RPG progression system and much deeper combat mechanics. 

Things you like/dislike - super useful, thank you!

I think the idea with saves is really good, for the reasons you described, but we wanted to also make sure that the actions feel consequential, you can't just reload and undo what has happened, since that's not even an option. It's not 100% successful, since you can still "reload" after a bad fight due to the fact that Auto-save is done at the end of your turn. Putting it in the settings might be a good way, like you said.

About the memory leak - you're right, there was a fairly serious memory leak. It's fixed in the new patch (1.2). The problem was inside particle engine, some resources were not disposed properly.

I really appreciate the feedback, thanks a ton!

-Alex