Let me know if you have any specific feedback on how the UI can be approved.
Branno
Creator of
Recent community posts
Thanks for playing. It's good to know that the game was beatable by people other than me. Do you have experience in MMOs?
Also you don't need the map, they just guide you to the exit. The failure of this is being teleported to the boss room. Which isn't really a failure but you do miss out on additional soul fragments and a 5% damage and healing buff for you and your party. I may buff this to also reduce damage taken by 5%.
Not sure if i want to add a debuff for failure or if missing out of the upside is enough of a failure.
After the artist is done finishing all of the character models, new enemy models will be done to replace the skeletons. This will probably happen in 2025 though.
I am genuinely enjoying this game: here is part 2. I plan on finishing the demo so expect a part 3.
Things of note:
There is a module in the messy room and a security desk where where i feel like i could jump over it IRL but because i can't jump in game I have to go around. It's a bit immersion breaking. I think you need to add some glass or some addition barriers to really sell the fact that you have to go around. The environment should tell me what I can do rather than having to focus on the limitations in the game mechanics.
There is a small gap between a water tile in the sewers.
The pallets (the wooden things) are a too low res even for your game, it breaks the otherwise fairly consistent art style.
The sewers are a bit too labyrinth and samey. It could benefit from some hall marks.
There is a large flesh thing in one of the offices i wasted a bunch of bullets on and wasn't able to kill it. Everything in the game indicates that i should be able to kill it after wasting 12 or 18 shots, I decided it wasn't worth it. Not sure what your intention is but I feel tricked into wasting so much ammo.
Updated the build again to hopefully fix the white screen issue.
EDIT: It has not, I think you need to restart the game and the issue should go away. I can repeat the issue at least, will work out why this issue has occurred.
Found out what the problem was. The white screens shouldn't occur again for 1st time players.
Fuck, there is an issue with the save system. I'll work out what went wrong and do an update.
EDIT: Save System is fixed but old saves are F'd. If you wanted to continue to play you can either do the tutorial again or paste the text between the lines in following into the following path
C:\Users\{You}\AppData\Roaming\Godot\app_userdata\Healed To Death\saves\save01.tres
--------------------------------------------------------------------------------------------
[gd_resource type="Resource" script_class="SaveData" load_steps=2 format=3]
[ext_resource type="Script" path="res://Data/SaveData.gd" id="1"]
[resource]
script = ExtResource("1")
game_version = "0.7.0"
data = {
"CompletedLevels": ["LEVEL_TUTORIAL"],
"DiscoveredEnemies": Array[String](["ENEMY_SKELETON", "ENEMY_SKELETON_RENDER", "ENEMY_SKELETON_FIREMAGE", "ENEMY_SKELETON_TOXIC", "ENEMY_SKELETON_HEALER", "ENEMY_BOSS_FIREBONTLIEUTENANT", "ENEMY_BRITTLE_SKELETON", "ENEMY_BRITTLE_POISONER", "ENEMY_HOLLOWBONE_SKELETON", "ENEMY_BOSS_CROMWELL", "ENEMY_CROMWELLSERVENT", "ENEMY_BOSS_ARCANEMAGISTRATE", "ENEMY_BOSS_OSSIFIEDOVERLORD", "ENEMY_SKELETON_FRAIL", "ENEMY_SKELETON_ENRAGER", "ENEMY_SKELETON_FLAMEFIST", "ENEMY_SKELETON_GOLIATH", "ENEMY_SKELETON_SUMMONER", "ENEMY_SKELETON_TORTURER", "ENEMY_SKELETON_BATTLEMAGE", "ENEMY_SKELETON_STALWART", "ENEMY_SKELETON_DARKSTRIKER", "ENEMY_SKELETON_AVENGER"]),
"DiscoveredSpells": Array[String](["SPELL_HEAL", "SPELL_BIGHEAL", "SPELL_INSTANTHEAL", "SPELL_ABSORBTION", "SPELL_HEALOVERTIME", "SPELL_CIRCLEOFHEALING", "SPELL_CHAINHEAL", "SPELL_FLASHHEAL", "SPELL_HEALINGSTREAM", "SPELL_HOLYLIGHT"]),
"DiscoveredUpgrades": Array[String]([]),
"HealerPower": 0,
"PUDamageSlots": 3,
"PUHealerSlots": 1,
"PUTankSlots": 1,
"PermaCriticalStrikeUpgrade": 0,
"PermaHealthUpgrade": 0,
"PermaMagicalDamageUpgrade": 0,
"PermaPhysicalDamageUpgrade": 0,
"TownBarracksBuildLevel": 0,
"TownHallBuildLevel": 1,
"TownInnBuildLevel": 0,
"TownMonasteryBuildLevel": 0,
"UnlockedLevels": ["LEVEL_TOWN", "LEVEL_AREAGENERIC"],
"WorldGold": 200
}
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I'll continue to see what I can do to spice up the core gameplay. I need new models which will help. Hotkey combat poses some design challenges without the game becoming crazy and unfair from the get go. It's a tough line to balance but i'll look at where it peaks and dips.
I've actually had a lot of thought when implementing that specific holy light upgrade, to the point where i've been meaning to change it for around a month. Not sure if you care about my youtube at all but i'll probably make a short video about why the design of the upgrade failed.
I've had the exact same bug with the exit tracker once and then i couldn't repeat it ever again. I'll spend some time working how what circumstances need to occur for this to happen and implement a fix to it.
Thanks for the feedback as always.
Thanks for the Feedback.
A couple of notes.
i hate that hovering over someone's HUD in the side menu changes my target
There is an option to changes that
i don’t like that the choice of healer is random
When you upgrade the Inn, you can start buying slots that let you choose your healer
I'll think of ways to nudge players into knowing this passively.