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Haven't played it in a while, so played it now. Shaping up nicely, but some comments:

1) Perhaps remove the requirement to learn dwarven to open the big door. Also, if the door was broken, the gears to repair it would be accessed on the otherside, otherwise it wouldn't make for a good protective device, as then you could just bash the hinges and have it fall. Require learning dwarven or dragonkin at the library, for when you wish to pick a race. 

2) Allow dwarven runesmithing to work on improving existing items crafted; ie iron sword, moon sword, etc... to enhance them further... and give more opportunities to runesmith. 

3) Provide more sources of Iron and Mithril in the underground caves, with ways of utilizing them. 

4) Able to craft barding for our dire wolf, fire lizards, and salamander, perhaps? Or more activities interacting with them. Maybe you can only access certain areas if you have them trained, as an example. 

5) Have in the description the effects of each potion brewed with the fairy wings. Maybe also have other opportunities to find the wings too. 

6) Why do we need Ecomancy to have grow cabbages unlocked? I get to make cabbage warriors, but not the cabbages themselves. 

7) If farming is used to create twiglings and remove organic matter from that door, maybe farming should be used for harvesting / cutting down wood as well (instead of Precision). 

8) Each city has an inn that can be visited and you can sleep in it to raise Sleep skill.