Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

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.

(+1)
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