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dewdneym

17
Posts
91
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A member registered Jun 12, 2017 · View creator page →

Creator of

Recent community posts

Thanks a lot. I'm glad you liked it.
I got rid of the camera sway in the latest version, so you probably played that.
I'm glad you liked the battle music. It's one of the two original tracks made for the game along with the first town theme.

Well I died at the same time I beat the first boss, so maybe that has something to do with it. Hope that helps.

D-pad didn't work for me (PS3 controller) and it froze on the second level, but fun, silly shooter anyway.
Poor little green puppies.

Thank you. I wanted to get that old school feeling of instant action, but y'know adding a small intro event wouldn't hurt. 
You just gave me an idea.

If it takes away from the feel of the game, I'll remove it. Thanks.

Thanks a lot. Glad you like it. 
About the camera sway, what adjustments would you like to see? Or would you rater remove it altogether?

Glad to hear it! Hope you enjoy it!

Sorry to hear about that. I've researched and implemented some fixes and uploaded a new version. Hopefully this should solve everything.

Unfortunately this isn't an issue I can test on my own and I don't have a reliable team of playtesters on hand, so I kinda just have to wing it.
Please let me know if there's still problems.

There are new interactions in the world with the Merchant and Mage classes. The hero should learn a different spell at level 2 as well.

Thanks, Kokoro. This is all great feedback. 
I'll take a look at rebalancing the monsters so elemental damage and sealing skills can make a bigger impact in battle.

Merchants aren't particularly fantastic in battle, more middle of the road characters. Unfortunately I didn't have many overworld interactions planned for them this early on in the game. But I have some ideas and will be implementing them shortly.

I'll definitely be looking at adjusting some things, like payout from defeated enemies so it's less of a grind to gear up, to soften that spike a bit. The idea of a sidequest is a good one.

There's no way to cure burns at the moment. It goes away after a few turns and doesn't persist after battle so your options are to either heal through it or try and finish the fight quickly. I will be implementing a skill for the medic though.

I'll be taking a look at monster rebalancing so skills are more useful.

Because SP regenerates so easily, especially when you guard, I believe it would be too exploitable to allow it outside of battle. Part of my design philosophy regarding dungeons is that they should be a constant drain on your resources and the challenge comes from using those resources carefully. Allowing you to heal from a regenerating source like that goes against this.

Right now the class system's mostly limited to some changed dialogue for a few NPCs out in the world. They give some information you might not get with a different party makeup. For example there's a man in Haragon that gives an extra hint about the next story event if you have a Pirate. However, there's not much contained to the demo and I should correct that.
I had two ideas planned for NPC events with both the Merchants and Mages but they didn't pan out. I'm planning on revisiting them though as the early game needs more of these interactions.

I'll be looking over weapon balancing to make them more unique.

The hero is a jack of all trades and cannot reclass. I'm looking at fitting him with different skills so he's more than just an amalgamation of different classes.

Again, thank you for all this feedback. It's incredibly useful.

Glad to hear that!

This is very strange. It's really late so I'll have to take a look at it in the morning but maybe try a fresh install of the game?
Perhaps if you have an older version installed it's conflicting with it somehow? 
I'm totally baffled, to be honest.

Let me tell you, you're much better than the guys I had on for playtesting.
Just uploaded a new version. Hopefully everything is ironed out.

Alright give me a second to fix that.

That's strange... It still calls for a script saying "set_checkpoint"?

Ok, updated. Hopefully everything should be fixed now!

That's not good. I'll fix it right away.