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(+1)

- the introduction text is hard to read (small size + a lot of text + fancy display font)
- you give the player a sword and a bow at the start, it would be a good time to show you can toggle between two weapon sets (pressing Q on most diablers)
- the game feels too dark, would be nice to have a gamma option
- mauler as the first enemy makes anticipating the stronger ones to be even bigger
- still no double-wielding, a real shame
- only some of the barrels being destroyable feels inconsistent
- outline colour to indicate health state is nice
- damage numbers would be nice to see how the rng rolls work
- blue spell to restore health and red spell to restore mana is bold
- the pathing gets finnicky when you hold mouse across a wall, I think you should move the player in the direction of the mouse instead of pathfinding to the location being held, died because of this
- not seeing the xp bar at all times definitely adds tension, not sure if intensional
- second run got door stuck:
 
- I guess the game is teaching me to save often
- door stuck on the next run too, right after the boss, good thing I saved this time
- lightning seems op, but switching spells is hard to do fast, so probably balanced
- not a big fan of the "find the lever" levels
- it's hard to tell the stronger mobs from the weaker ones
- the large blue two handed items never feel worth it over one hand + shield
- unequipped the +1 all stats ring multiple times and now all my stats are -1 (the one real bug)

Good and clear improvement since the last time I played. All I really have is nitpicks, which you seem to continue to iron out. Balance was nice, mobs were always dangerous. Gonna make it for sure.

that door bug will be the death of me

Can you confirm for me that you're on the latest release version? The zip (and the folder within) will be named ToK .17b Windows (or Linux) DoorFix. I uploaded it about an hour or so ago, and it should have fixed this

To address the some of your comments:

>switching weapons
Planning on doing this - it's my most requested feature
>dual wielding
I'm looking into this - but I never really liked how that was done in other games. I'd need to find a solution I'm happy with, so it's still not past the idea phase
>inconsistent barrels
noted. the non-destroyable barrels serve as decoration and I can see how that would be very annoying
>moving player towards the mouse direction
i never thought of that - it's a very good idea. I'll try it out and report back the results
>find the levers is bad
noted. I'm experimenting still with a "you have to do something except kill everyone to progress"
>balance regarding two-handed weapons vs sword/shield
another popular complaints. i'm slowly working towards balancing things better - thanks for the input
>ring bug
will look into this

Thank you very much for your detailed list of feedback and ideas, I appreciate it a lot!

(+1)

Yeah, it's the hotfix version:

You could just make the dual wielding worse than using anything else, like two identical swords is always worse than one of them + shield, because you are effectively just holding one sword. It's the fantasy that makes me want to do it, not the power level increase.