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(+1)

Glad to see it get balance, things got quite repetitive with training and dungeon all weeks every weeks because it's out perform most trading item you farm, one need Agility ~ 100 only which take 4-5 weeks to be good and one takes months. To add salt to the injury some quest board want you to do combat or item from dungeon/traveling trader. 

House upgrade should be buff too imo, more upgrade with more buff compensate for not focus on combat, different skill types give different buffs. 

There should be Raid event where player or NPCs get attacked by kobold or abomination: losing cause severe injury and losing resources, winning gives no reward - that might sound unfair for non combat build but hear me out. Every week there a chance trigger a raid (battle), the longer the time goes the higher the chance (it should cap at 50%), house upgrade reduce the chance, give enemy debuffs and stronger upgrade straight up deal damage. That will give player to choose should they want to play offense with combat build or defend with house defend kinda thing. NPCs getting raid will have quest for player to help which cost lots of resources so combat build will have chose to ignore them which lead to increasing price in their shop and fewer item be sold or going out of their way to help, but house defend build can easily afford resources. 

Crafting, Science and Machinery should have item like chainsaw(Wood), mining machine(Stone, Copper, ... ), Flashbang(Delay effect all enemy + reduce hit rate) to help. Smithing give bonus stat for tools, melee weapons and can upgrade to a slightly better version will make up for lacking combat stat. Survival simply can make better trap, fish net and in house defend can set up stronger trap + trap gives debuffs. Farming and Cooking is fine now I think, thanks to Raid system they won't care about those 2 at the beginning, but it should have something to offer in the long run. 

That just my idea to add depth to the existing things in the game, since most of the game after the 1st playthrough is combat in dungeon and well you guess it training with George lol.

Thank you for your time.

There are plenty of things I want to add. Most of these are still on paper and might not make it in the game, but quite a few of them will. 

  • House upgrades are planned. I want the last upgrade level to be a large mansion, so there is quite a lot of options I can add. Later stages will be similiar to skyrim in a way where you have multiple room types to build, but only space for a few of them so you will have to choose which ones you want.
  • Attacks on your hideout are planned, but I have to finish some systems that the invasions will depend on. I want to finish the schedule system. After that, I want to improve the faction system. Once that is done, you will be able to become enemy with certain factions, which will make them send assassins after you and even the aforementioned raids / invasions.
  • Once the schedule system is finished, I will be improving the gathering system, which means adding tools like chainsaws and jackhammers. On top of that, I will add a basic automation system, which will be:
  • Slavery / hired workers. You will be able to hire workers and capture prisoners. These will do some simple tasks for you, like mining, woodcutting or searching for scrap metal and random items.
  • Lastly, I want to add some kind of crime system. Stealing, pickpocketing or even robbing people.

These are the main goals for this year, but I'm sure they will change. I also want to expand the main quest a bit and add some things to do for characters that don't want to focus on combat.

(+1)

Much appreciate your effort, that would be great. It seem like there a lot to do so just add it at your own pace and take care of your own health.