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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. 

Some other ideas:

-> Using money we earn to build our own stronghold. Each portion of it could heavily train skills, giving us a mid-late game way to heavily build up skills in a run. 

-> Or allow us to do something like Raven Rock (ES: Morrowind) where we manage a town and make choices on how it develops. 

-> Give us a way to send something from a previous loop, into the next loop. So say you acquire the Purification Potion, but lack the time to purify the tree. So you send it into the next loop, so that you have it prepared and now all you have to do is defeat the Satyrs again. It would mean skipping a lot of skill development that would be used to normally gain that potion though. 

-> Allow us to choose a profession at new-loop start. This profession doubles XP gains for a particular pair of activities. So the Farmer, might get doubled Farming and doubled Precision skill gains. The Knight, might get doubled Combat and Crafting. The Merchant, might get doubled Speaking and Reading. Etc... This would help to provide a focus for our runs, by letting us specialize into specific tasks. Then at the next loop, you can choose the same profession, or a different one. 

-> Race exclusive secondary options. If you choose elves, you get special extra options for some activities. Maybe instead of needing to kill the Satyrs, the elves have a secret path that lets you sneak the purification potion to the tree and then it kills the Satyrs for you. Or maybe if you choose goblins, and you kill the fairy, their ingenuity lets you craft two of the potions, instead of one, but each is at 50% effectiveness. That kind of thing. 

-> Allow us to invest in things in one loop, that persists across other loops. Say we have the ability to buy a magical farm. Any actions taken at the farm, persists between loops. So any farming you do there, you get persistent xp each round... so say you did 14 rounds of creating carrots. Then every loop, you'd earn 14 rounds of carrots farming XP... or more, if you spent more time farming there.