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Evil Overlord

Pay as Heir, successor to the Overlord throne. Gather your armies, defeat the heroes, conquer the world. · By JulienBrightside

Feedback

A topic by JulienBrightside created Jun 13, 2021 Views: 189 Replies: 2
Viewing posts 1 to 2
Developer

I am grateful for all feedback you can provide.

A few spoilers follow.

I enjoyed this game to play though it 5 times patterning different types of Overlords, a large part of the replayability coming from the different plot options you can choose and the various little secrets here and there. I enjoyed seeing the ramifications of my choices, although said ramifications were felt most strongly towards the beginning of the game. I would like to see more done with Heir's home domain, the only one that I recall making is the graveyard one, though it's possible I may have missed some. I  ended up across my games about 66 recruits total. In any case, if you make an expansion or sequel I'd like to see more done with the Home domain.

Combat balance depended a mix of my preparation/knowledge as well as a bit of luck. I found some moves like Overlord's Fury to depend upon said luck with the frequency of hitting/missing. In general, the greatest challenge seemed to come from either opponents with high evasion (which got a little bit annoying at times but was solvable by using life drain or magic) or puzzle-like bosses with shifting attack patterns that could alternately block/counter melee or magical attacks.

One of the times was only using, aside from the odd temporary NPC characters, the characters you receive by default (Heir, Lupa, Gaston, and Talia). It was very doable while providing some novel challenges for a mostly melee party.

For reasons I can't quite put my finger on I really enjoyed how this world game together. The parody town names and such were fun and not really distracting; I also enjoyed the movies and thought they matched the feel of the game. Also, there was always a feeling like there was more to be found I was missing. I couldn't ever figure out such as how to raise the dead orcs in that village, what substituting the fake elemental gems did at the end, the purpose of the orc chompers, and some of the locations seemingly unconnected with everything else.

My biggest suggestion would be to look at narrow corridors and how NPC could move to block paths in and out of places. I recall having to wait a while for the old sword collector in Dysert to get out of the way to exit his house. (I think i had been examining all of the stuff in his house long enough for him to get in the way of the exit)

Another suggestion would be to make the ways of transportation across the map a little bit more evident and accessible. It took me a while to figure out how the lighthouses could be used to instantly summon the ship (which is a very convenient and clever device). There were some places in which I never found a close harpy transport back to the nest, like the Home base.

Developer

I am overjoyed that you liked my game enough to play it through 5 times!

If you have orc brew in your inventory, you can wake the dead.

I had some plans for the home domain, but it got a bit difficult to work around in a way that satisfied, so I put that on the backburner.

I am impressed you got through the game with a "party only through the given members".

Your feedback is well appreciated and noted. I'll look into them if I get back to game making.