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Kaitrina

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A member registered Jan 12, 2020

Recent community posts

I figured I should offer a few feature suggestions, separately from my bug reports.


My main suggestion is to add more information for the player. For example using "m" when looking at a monster for "more info" only tells me how many I've ever killed and how many killed me. It would be neat if after a certain number of kills or trying certain things it would add more info. For example killing a thousand zombies gives you their movement speed or ten thousand gives you their damage ranges or max hp etc. Or you could have the damage type that caused a critical hit for double damage to be listed there. Like how skeletons are vulnerable to silver weapons.


Speaking of which. I'd appreciate it of there was more information available on what exactly a modifer does. Like what's the difference between a dark cloth tunic or a bronze breastplate of the moon besides the def stats. (I'd also be nice if the armor your class can't equip mentioned that before I spend all my money on armor I can't use)


For my third suggestion there's several other minor things that aren't clear and could use more information. Like does anything modify maximum O² besides class choice? Why do all classes get def boosts on level up occasionally, yet only the beastman class actually lists that bonus on the character sheet? Does that mean the other classes don't actually benefit from level based defense boosts? What's the difference between the power to turn into a bat or an giant bat? It'd be really helpful to learn how skills move the player. Like some abilities can move you up a level without needing a step to get up. Some can jump gaps. Some can work through walls. But there's no way to know without a lot of trial and error, which skills move you in what way and what attacks work through walls or pierce enemies.


Oh while I'm thinking about it. Is the teleport spell supposed to be impossible to use when on higher elevations like stairs in town?


My fourth suggestion is the kind of silly suggestion you'd expect from random people on the Internet. I'd like to sell items. I know the game really isn't built for that, but I figure if it's something as simple as a tile in town that converts items to a $5 or $50 collectable when placed there that might be small enough not to break things.

Actually while I'm thinking of it I may as well mention a few other odd behaviors and possible bugs I noticed.

First as a quick suggestion, it'd help if you changed the priests dialogue after his one heal since without reading the changelog carefully I wouldn't have realized that it's intended behavior.


Second I had a weird death where I was messing around and somehow telefragged myself. I was playing a beastwoman and used "claw assault" (I think that's the name? It's the prerequisite for regeneration) targeting my own tile while standing on the strange machine. It moved my character inside of the NW wall and killed me instantly from full hp.


Third, I was playing with the bird familiar summon and I generally found it's AI to be more harm than good. The bird won't directly target the player, but will target anything else. Because of this it will target friendly NPCs like the ones you can rescue from the castle and kill them. Also, although it won't *target* the player, it's still considered an enemy of the player. So you can't move into it's space without attacking it, and if you are standing between it and it's target it will rip you apart to get to it's target. If you could make sure summons and tamed monsters don't harm the player and aren't harmed by the player that'd help, since it feels pretty bad to finally reach a high enough level with the class only to have those sought after abilities directly kill you. Obviously the current system is perfectly reasonable for a manipulated monster though. I really appreciate how much time and effort you spent on this and thanks for making such a great game.

I assume this isn't intended behavior. If you pick up a silk bag your Carry limit is *set* to 30. This means that if you had a carry limit above 30 it reduces it. This can be reproduced easily on any save that 2 or more silk bags spawn by grabbing the first silk bag, then leaving the other silk bag to be picked up after receiving the +3 carry limit level bonus. You'll go to 33 from leveling then the bag drops you back to 30.

The Android version worked well 😊

No issues, but there was a feature I couldn't figure out how to use. Is it possible to hide the text box so I can get a better look at the pictures?