Hello!
We are indeed in the process of switching engines, we are also working on some major design changes (most of them related to exploration mode).
A dedicated game designer joined the team a few weeks ago and he has been working on ironing out those changes, he will write a blog post once he's done.
I won't give any date estimations, though.
Houtamelo
Creator of
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The camp you see in the demo version is just a temporary rest screen similar to darkest dungeon's camping.
We do have dialogues/unique scenes made for that but they weren't implemented in the demo yet.
And you do recover exhaustion/lust in the demo already.
As for managing the party/items, you can do that by accessing the character menu.
Hello @mminitdev, I'm the developer of https://houtamelo.itch.io/spire-of-slime
I wanted to send you an e-mail (or a message on discord) but couldn't find your contact information anywhere. Please reach back if you'd like to talk :)
Hello Ariffet,
The current demo has indeed design issues that makes it really hard to lose, we already implemented some solutions (though they aren't released yet), if you're curious about those you can check the previous progress reports.
Also, there aren't and will never be game over CGs, we are against the idea of "rewarding losses".
The game saves automatically every few minutes, and it also keeps backups of older saves (the backups are meant to be used if something goes awry and the main file gets corrupted).
And yes, this is the point of iron gauntlet . I have considered allowing manual saving but haven't made up my mind yet.
Though, as mentioned in my latest Post, I'm currently porting the game out of Unity, so any changes will take a while to be released.
The scene mentioned is not accessible due to a bug, it will be fixed in the next update.
The "skip turn" is by design, when your character is idle the combat will pause (you can see the pause button circled with pink when that happens).
You can then unpause by clicking the button or pressing space. The combat has code to make sure it doesn't force you to use a skill before unpausing.
I'm glad you enjoyed!
The current build is extremely unbalanced - most of the perks are implemented as demonstrations of the possible builds you'll be able to make in the full version, also, enemies currently do not scale with your level so the tendency is for fights to get easier as you level up.
The issues mentioned above will be addressed on the next update.
Already replied you in Discord, but if anyone is interested in those answers:
1 - there will not be a tutorial, but I'll introduce many tooltips that explain the mechanics when you mouse over their UI. I'll also introduce tips/explanations in the loading screen.
2 - I can't give you an answer on that at the moment, I can only say that we are pondering over it.
3 - A clothing system is already on the works, we already made a lot of the assets needed - though in order to manually force naked the character's corruption level will have to be high. ( Lust is not corruption)