Very unlikely given current availability and some other more promising projects in the horizon; I always considered this a bit flawed, more of an experiment. Always welcome to some contributors proving me wrong and making something fun out of this :D https://github.com/slashman/megamanrl
Slashie
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That's a good point. Right now it would be more of "not combat oriented" since there's no elaborate combat system, and you can live perfectly without ever using your machete.
That might change a bit soon. We are coming up with some ideas that may make combat a bigger element of survival.
Players who like a more chill experience: Don't worry, that's always going to be in.
> 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.
> 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.
> 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.
> 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.
Noted at https://github.com/slashman/castlevaniarl/issues/7, thanks!
> I really appreciate how much time and effort you spent on this and thanks for making such a great game.
Thank you for playing! I wish I had multiple copies of myself to really take these little games to the point of quality I would like them to be :/
Hi Kaitrina, thanks for your comments!
> [add] more information 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)
I need to double check, but maaaybe it's just flavor names and the defense value is all that there's to it? if not then these should definitively be made clearer
> 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.
> [...] 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.
I think that sums up a lot of things on the design philosophy of this old game: a lot of things were intended for the players to learned via trial and error, but ultimately under contemporary lenses might be an accessibility issue (players would instead end up looking it up in a wiki anyways). Maybe this could be optional, it could make the game much better for a lot of players.
> Is the teleport spell supposed to be impossible to use when on higher elevations like stairs in town?
That one's odd, looks like a bug
> I'd like to sell items. 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.
Yeah I think this should be allowed.
It looks like we need to further improve that, since you are not the first person to have the issue :/
What you have to do is get in "running" mode, that is walking twice in the same direction, the player sprite will change when this happen. Jumps will then become long jumps.
I think the "turn-based" / puzzle nature of the game may not be readily apparent, probably because enemies don't move.
It took a little bit to get used to the controls, but in the end I got the hold of them up to the part where I had to do the power jump to clear the big gap! I was able to pull the super jump but it still wasn't enough; it was a bit too tricky to aim to the grappling points while the screen was scrolling vertically, but I guess that is part of the challenge, lovely graphics and music. Hope to get more skilled!
It took a little bit to get used to the controls, but in the end I got the hold of them up to the part where I had to do the power jump to clear the big gap! I was able to pull the super jump but it still wasn't enough; it was a bit too tricky to aim to the grappling points while the screen was scrolling vertically, but I guess that is part of the challenge, lovely graphics and music. Hope to get more skilled!