Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Hello, thanks again for your feedback.

I wasn't able to reproduce the bug where the party failed to load, but I removed some bugs that could be related to it.

I also implemented magic damage correct, now the mage class's attack will benefit only from magic damage & increased magic damage, it can still critical hit like normal attacks and so on.

The following monsters now also use magic attacks:

-Slime

-Dragon

-Beholder

-Djinn

I hope this fixes your problem, if you happen to have it occur again, please try to remember if you attacked using the leaderboard or used the "matchmaking" raid option, what dungeon you attacked, if you won or lost, all of this info can be used in tracking down the bug.

Have fun playing!

(9 edits)

yes i attacked using the leader board. perhaps that was the change that triggered the bug and not the patch.

i just tested again and it is still there, when i use the leader board to start a dungeon.

i will do some farming using the auto raid function and not the leader board, but it will take some time.


and there i have a suggestion for balance:

at start it feels pretty cheap to upgrade the dungeon.

the dungeons are small and many small player dungeons. so relatively we make money fast.

but right now i hit a wall. the lvl 5 and up dungeons dont really give much more than the lower dungeons do, but they take a massively longer time to clear. (thats why i started using the leader board. and select short dungeons)

so now i have much much less income than when i did at lower lvl. if i want to farm high level dungeons.

i guess and easy fix is to reward a longer dungeon clear with more money. make it attractive to beat those massive dungeons and not seeing it as  an obstacle.

so short dungeon: less money. longer dungeon: more money.

perhaps a fixed reward drop for each monster type kill. the longer a fight takes, the more value the reward. bigger monsters drop more money.

i would also suggest to make the unit that spawns from the restless corpse trap to agro at long distance. because sometimes they dont agro and then your party heros will walk all the way back to kill one mouse and then all the way back to the end room.

or perhaps just ignore units that did not agro and simply finish the dungeon, when reaching the last chamber or something.

ill keep grinding for the party spawn bug test, using the random raid function.

if i get the bug again, ill let you know instantly. so if you dont see it a message about it from me, then i have not had the bug during a random raid yet.

Hello,

Thanks again for the feedback, It's now about 8pm here and 4 hours till the deadline of the gamejam, I had only a month. This means this is probably the last update for the next 5 days while the games are being rated.

I did however make a small adjustment.

previously the gold dropped by a monster was it cost to buy divided by 10

the new formula is:

(monster cost / 10) * dungeon level

This will make higher level dungeon monsters worth much more when killed. I never had the intention of the game being too grindy. I hope this helps the grind a bit.

If the game keeps getting players I might continue development after the gamejam, but I have not decided yet.

Thanks again for all your feedback posts they made the game a lot better!

1ButtonWonder. <3

cool. nice to have participated in testing.

good luck. it feels nice now.

(7 edits)

btw, it was not clear to me that magic damage would only apply to the mage 's damage and the regular damage only for the archer and knight.

i tought both damage types would work for any character and i was wondering what the difference was between a mage and an archer.

good to know.

i think the mage needs aoe damage to really set it apart from the archer. its just a magic archer at the moment. :)

and then the archer is really just a knight with long range. maybe give the archer 2 arrows at 75% damage each. with 20 degrees angle between them.

the knight needs to be tankier than the mage and archer are. i think the archer and mage need to receive only 50% of health and regen bonuses. but only after you give them more damage. so make the ranged units more of a glass cannon, so they need the knight to draw agro and protect them.

good luck.