Ran through 2 runs dying after killing a bunch of monsters. The game is difficult but not impossible. I liked the different monsters to fight and different characters to choose from. Finding random items was fun, my favorite being the wand. The game also looks good. The movement isn't too bad because you can hold down the mouse to move faster which I also liked. This might be a criticism of rogue games but I think the games are too short because you lose food fast and don't have much health to back up your character without good weapons, if that's intended then maybe have a easier tutorial or something. Cool game so far, look forward to what you add next.
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Deadland 4000's itch.io pageComments
Thank you!
I'm testing out lowering the rate food decreases from .5/turn to .25. Might lower some of the food that items give though.
I don't want the game to come to the point where the best strategy is always to fight every single enemy then rest to full HP, but I think it's pretty far away from that being possible. Especially in the later stages.
It looks like there's a bug in that screenshot. I've seen it happen when I recompile the game in the editor.
Thank you, I really enjoy Neo Scavenger.
One thing that I think is for the best is that there will never be an infinite source of food. Because of that you can't build super-bunkers like you can in games like Cata Dda. And that's ok, I don't want to compete with those games like that.
What I do like is temporary bunkers; Camping out in an abandoned house while you wait for day to come, or for the rain to stop.
Crafting could be a way to kill time, but how would turns be processed, and what if you get interrupted by an enemy mid-craft?
Things like transform beer/wine into a molotov cocktail would be cool.
I know in Cata DDA you get a prompt if an enemy is nearby or sees you in the midst of crafting, which allows you to cancel it. I dig the idea of temporary bunkers, nomadic-style play is a lot more dangerous and interesting, having the ability to just hunker down and stockpile infinite supplies kills the fun.
Its simple, but Fun.
Didn't really encounter any bugs.
I'd like it that if I click somewhere further away the player moved to that space and not only 1 tile in that direction, also a bit more feedback when getting hit would be great I think, Its easy to loose track off your health since nothing indicates the Enemy damaged you, apart from common sense.
Combat feels a bit unrewarding, occassionally you get some bad food, but my Inventory was full with better food most of the Time anyway, maybe some kind of experience System so its worth it more to fight enemies in your Path? Don't know if that'd actually fit the Game tho.
Thank you for the feedback.
Will probably need some audio/visual indicator when health reaches a certain point, and I should probably have health bars instead of hearts.
You're right it's pretty much pointless to fight most enemies right now. But I don't want to encourage people to grind killing every single enemy for exp. Maybe all enemies should sometimes spawn with loot?
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