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(+1)

Thanks for the feedback!

- For now, Level is mostly for more HP/MP and minor buffs on everything else. As you suggested, there are stronger weapons that will require the player to be a certain level (and by then have chosen a specific class) to use properly, so that's a self solvable problem.

- What you said about other weapons in general, that becomes the focus when you leave this begginner's island and start to develop your specialization as an Archer, Knight or Spellcaster. Each can only use a certain kind of weapon, have their own spells (unlocked by level), with pros and cons to each playstyle and so on.

- The EXP formula for Skill leveling has been changed a little bit for the next update already, to make the auto-attack curve happen sooner. But yeah, once you've invested too much time into one Skill it's kinda weird to try another kind of weapon for sure.

- About Money and Shop offers, that's also a thing to be expanded on the next update with a whole new island to play in.  

- The idea of having a separate tab only for NPC dialogues makes  a way more sense really. That's been added to the notes for future updates!

- Cooking isn't a mechanic in the original Tibia, but that's for sure another thing that could be added here. I'll look into that, thanks.

- Crafting is an endgame moneysink in the original MMORPG. Well, actually it's just tier upgrading your items by sacrificing other ones on the same "tier level" as that, and "dust" farmed from killing special monsters. Maybe I can push that to happen sooner on this version so the progression can be even more personalized for each run.

Once again, thanks for this huge feedback! It seems I'll have to push the content update as soon as possible since most of peoples demands are things that (at least I think so) will be solved by just adding the next planned island to the game.

Thanks for responding, just for reference i left the feedback without knowing anything about the mmo that this game is inspired/based on by and was thinking things more about it being an rpg/idler but you can certainly change things around so mechanics of the mmo can work better in this format. 

As you mentioned, crafting was a late-game mechanic there, but here as an idler it's very easy to grind for gear early on and then not need to use money anymore, so it may serve better if introduced earlier.

Again, thanks for listening to the feedback, i look forward to the next area after the Beginner's Island!