Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Houtamelo

20
Posts
531
Followers
2
Following
A member registered Feb 23, 2017 · View creator page →

Creator of

Recent community posts

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.

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.

What would you expect to be able to do in a camp? (In terms of game mechanics)

By hub, do you mean like a "camp"?

Glad to see so much enthusiasm :)
And yeah, although we didn't have many testers before demo v2, fortunately a lot of players did volunteer to test next builds.

Thanks <3

There is still quite a bit of work left until the Godot port is done but I'm making progress as often as I can.

Oh, that explains it, I don't have a twitter :(

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.


They are currently elite enemies, but as you level up they will be more common (and the weaker ones less)

Thanks for the feedback!

We are revamping the lust system which will hopefully make it much more dynamic and interesting overall

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.

You can't currently avoid it, it's already fixed in the project version but rolling out a hotfix would require testing in order to make sure nothing else broke, which is why I'm delaying it for the next update, sorry about it.

I'm glad you enjoyed!

There is technically more events  after going back to the chapel but they didn't trigger due to a bug.

We received many bug reports related to some skills/perks and we are working on fixing all of them for the next patch.

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.

The buff/debuff cues will happen simultaneously on the next update!
You'll also have an option (on the pause menu) to make the combat timer to keep going despite the text cues appearing on the screen.

Thanks for reporting! This will be fixed in the next patch.

I'm glad you liked the "easter egg". There will be more to come!

For anyone else reading: the button is designed to be useless and crashing after clicking it more than 200 times is also intended - won't tell which button though!

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)