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congrats once again!

there's a lot of stuff to unpack here, and i agree with all of them. weird that the shop was empty for you. the blacksmith shop also shouldn't refresh! strange all around. i'll mess with it

the item hitbox is something i'm trying to figure out. the hitboxes are fine - the issue is that if they're behind a wall, i need to do some voodoo magic to get them to work. the outline + information is triggered through a OnMouseOver call (ie: mouse is on top of a collider). but if the wall is in front, the wall prevents calling this. so what i do is raycast from the camera to the wall and show anything behind it. but due to the perspective, the line wont hit the item if the item is far away from the center of the screen. i have no idea how to approach this. the wall needs to keep colliders for it's own issues, so i can't get rid of them.


i've also been debating the "show more enemy info". on one hand, i like the mystery of having no text. on the other, it's just boring. i go back and forth on it all the time.

also, i will be undoing the mana change from the webm. it used to be fixed, but i didn't account for items that grant a ton of mana. oops. that's just one line of code, so it's already done.


item permanency isn't that hard to implement, but i never really saw the need for it. i guess you gave me a valid reason to do it. 

i will have a lot of work ahead of me

thanks again for playing, beating and reviewing the game! it is much appreciated.

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I caught a bit of the stream where he was playing bow and having trouble with the first boss and that got me to want to try myself. I had only planned to kill the boss and then stop but I kept playing instead, so I didn't take any notes. This was on normal difficulty, stopped on the Breeding Grounds. Felt a lot weaker than wands and spells.  Boss was no problem because about half of my inventory was filled with health pots. Really the only thing that was troublesome were the faceless and I had to burn pretty much all potions fighting them. Which I guess is the point. I think it would be good though if you could encounter some of them or some similar monster earlier so you can try to account for them with your build. Now you can open a door and just suddenly get swarmed by like 6 of them and get beaten to death before a noob would process what just happened, I think. Are there few different bows? Pretty much just got a small crossbow and the rest were hunter bows. I did get a very good one in the first shop that I used until I quit though that made it a lot easier:

Also weren't you supposed to be able to refresh the second shop? I couldn't at least. I'm wondering if the game might benefit from more item drops in the first two levels or so, to give players more options. Just straight up increased drop chance, some more easily killed trash mobs, maybe a small level before the boss, I dunno something like that.

This, I'm pretty sure special skeleton, had a broken shader. Also no tooltip on hover: I've played the game pretty much by know, but I'm thinking it might be good to make it easier for noobs in the very first levels.

you maniac, you're not supposed to beat my game TWICE!

after your last comment, i disabled the second shopkeep's refresh on level switch . he also doesn't have the mana-to-refresh mechanic (why would he, he's just some guy!) so you only get that one roll. that kinda sucks, and i;m trying to figure out what he could do to allow more items. perhaps he can just have more to begin with? ill think on it..

i think the streamer had the misfortune of having the minimum possible room amount, coupled with low item drops, coupled with having a 1-2dmg, 2AR bow,  while also being a newer player who didn't want to use melee, making that encounter with the bloodguard suck all around. the increased drop rate isnt a bad idea - i can control which units drop more/less, so it wont be a bad change. what i'm worried about is setting a precedent - players see a lot of loot on level 1, they'll expect that on level 2. perhaps i should just increase the room count of floor 1 a bit, or perhaps i can just increase the section before the boss. i'll mess with it all tomorrow

there's 2 bows, and 2 crossbows. 3rd bow is coming soon, the icon is being drawn as we speak.


for the difficulty - something i think about is who the game is advertised to and what my average player will be like. the catchphrases do say this is a "hardcore arpg for veterans of the genre" and a "d1 clone", so i sort of expect most of  the playerbase to be familiar. if they're familiar, the first few floors are a cakewalk. i wouldnt want to ruin an experience for fans in order to cater to a market which isn't interested anyway.

either way, the stream was helpful and i'll for sure be looking into balance a bit harder. will start with bows and two handers and go from there. 
thanks again for playing! i'm glad to see that you're able to knock out more than half of the levels again, it tells me the game isn't boring you yet, and that's very motivating to see.

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i disabled the second shopkeep's refresh on level switch . he also doesn't have the mana-to-refresh mechanic (why would he, he's just some guy!) so you only get that one roll. that kinda sucks, and i;m trying to figure out what he could do to allow more items. perhaps he can just have more to begin with? ill think on it..

I thought I had seen a screenshot of him having a refresh cost silver skulls, I guess I must've imagined it... Well that's one idea I guess.

I suppose I am pretty much right in your target audience so its no wonder I don't get bored hehe, could definitely have finished it again. Its a game I could've seen myself make. Feels like the difficulty is a bit off though with it not really getting harder, at least in the mid game.  So if you do make it a bit easier the rest should be tweaked too of course.

Also it would be really nice to have the alchemikal tables on the minimap, fountains could disappear from it after using them.

>refresh cost silver skulls

that's a good starting point for sure, if i don't come up with anything else i'll try that.

> not really getting harder, at least in the mid game. 

yeah, i really do need to buff up the enemies in the midgame - mostly just the bug levels really. i'm going to redo that entire section since i don't particularly like how it turned out, so i'll use that opportunity to buff up the enemies. i think the upper halls and the skele pit are fine, mostly due to the priests' projectiles

>alchemikal tables on the minimap

will do this