I suggest hiring an X artist to illustrate the suggestion.
RawMark
Recent community posts
That’s from the previous alpha version. For 3.3.0a, you need to talk to one of the three NPCs as a quest once you get up to a certain point (I think by the time you’re fighting mekboars, maybe sooner). Dunno if it’s tied to quest status or your current level. Sally gives the Bandit book, Enok the Fighter book, and Angela the Mystic book.
I’d just play as a mystic or thief, but holding left click and spamming dodge to stay out of range just doesn’t do anything for me.
LOL That was basically my time playing Bandit (with invisibility to occasionally take a break from dodging). Although, bows currently have this neat thing where you could get an extra shot if you dodged at the right time, which made it a little more interesting.
Everything you said about melee is correct though, and it was the same situation with the last version. As a fighter, I find unless I’m fighting 2 mobs max, it’s much easier to do burst damage and dash away then to attempt parrying.
The new enemies are harder in that they hit more often, do more damage and are good at keeping up with you running around the environment. I died many, many times to the new boss but was able to kill it a few times (once with no health ups) so it’s at least possible.
I actually like the challenge that the newer enemies bring, and I appreciate that the penalty for death is small; You can pick up on the series of fights were you left off instead of having to do the whole thing over again. You’ll have to redo boss fights each time you die though. Anyway, since the game is still labeled alpha I don’t really have high expectations for balanced difficulty just yet.
I can’t find a good weapon on any class to save my life.
I was focusing on using bows in the beginning (thanks to whoever removed ammo btw), but was stuck with the wooden bow until I reset my stats to better use the iron katars I found.. And then I found a bow from boars, and a better one in the dungeon :P For that reason, it would be nice if the shop lady updated her weapons selection with better options as the game progresses.
Boss tip: during the phase when it summons minions, if you use an go invisible they’ll disappear immediately, and you’ll have a short window of time to land a few extra hits before the boss summons new ones.
Got to 1000 before I got bored. If you ever plan to revisit this game, I would consider phasing out the weakest mobs for tougher versions as you progress, because the game starts to lag with so many on screen at once. Also you can skip the wave with minimal damage by running straight through while invincible (hitting a weak mob and collecting an energy lets you do it for free!), so maybe slow the player as well while they’re invincible.
Minor Spoiler:
@abhimonk @Ghost_wave
I played the game twice and winning or losing the minigames doesn't change the outcome.
Spoiler:
Based on the truck driver's conversation the MC might have some underlying medical condition besides being drunk and hung over (maybe it's the reason he got drunk in the first place). There doesn't seem to be a connection between the minigames and the story to me, or if there is then it's a very loose one.. At least the fishing club actually exists in the story. I also noticed death was mentioned as a theme and the game's description calls it a "ghost story", but I'm not sure where they fit in. As for the title of the game, the fish are probably clairvoyant.
Jumping doesn't seem to be responsive when sprinting uphill or downhill. When jumping from a ledge running uphill I expected extra upward momentum but sometimes I end up dropping like a stone. It would be nice too if we could get small speed boosts from running downhill, and maybe extra forward momentum from jumping downhill. Just some food for thought.
Some other points:
- Spikes and such should reset whenever you win or die to reduce randomness.
- Needs some banging music tracks.
- Give sound effects for everything to make the game feel more alive (walking, running, jumping, landing, shooting spikes, wind wooshing if/when you're going insanely fast, etc etc).
- Maybe move the player back to the start when they die instead of a Game Over to keep the action going?
- The overall total number of deaths for a level could be the minimum number of deaths instead, so players could make a goal of 0 death runs for each level.
- An option to make the player run by default and use Shift for walking would be nice.
- A way to make it clearer what killed a player. For example in level 3, if anything kills a player from above or behind then it's hard to tell what they did wrong.
Great game! Here's some UI suggestions:
- Adding more hotkeys, ex: C or Spacebar to confirm, Esc or E to close, G to toggle the grid, and the number keys for selecting upgrade types.
- Selecting E from the Esc menu switches to edit mode.
- Scroll wheel to cycle between upgrade types.
- Click-dragging from blue squares to the edge to preview an upgrade, and then releasing to apply upgrades, or maybe adding the WASD keys to apply upgrades?
- Basically it would be nice if I didn't have to move the mouse around the whole screen to do edits.