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(1 edit) (+2)

A fine game you have here :-)

I have some feedback and suggestions for you, in no particular order.

  • I like your multi-key support for all actions, it covers all my expectations (e.g. hitting Enter for dialog)
  • Also the fastforward dialog option is great, surprisingly many jam games are missing these
  • The background music fits very well, it reminds me of Slay the spire, that's a game I've played a lot and your games reminds me on that in general
  • One suggestion that might save your filters or at least make them less needed for players like me:
    • When I spread the loot amoungst my party, I had all members in the left panel present - to make it easy to drag the loot without switching tabs
    • What you can do here: when hovering an item, the ideal recipients (based on their abilities and elements) could be highlighted, so I don't have to check the small icons all the time
  • Talking about small icons: in battles I wished the enemies intention icons would have been bigger. I concentrated only on their numbers, as they are big and bright, and missed the other information completely
  • The battle is straight forward, and easy to understand, also thanks to the trainers lesson
  • Same goes for the other tutorial, explaining the what-is-what of the interface - I love these in-context explanations, good job on this one!
  • Seeing all the loot being swiped up after a successful fight was really satisfying to watch
  • I wish there would be a preview near the targeted opponent of how much damage an item is dealing, when hovering it

All in all a good game that hooked me up right away.

(+1)

Thanks for playing and the feedback.

The inventory filters should save between opening and closing the inventory. The sorting currently does not, which is for performance reasons. The item stacks reduce the number of slots by a lot, so we are looking into the possibility of keeping the sorting always active as well.

We also often keep the left panel showing the full party. With the recent switch to staking items, the bags no longer need so much space, so we are reworking the UI to see how best to keep the most useful elements always visible. The item details at the top right of the inventory was added with the item stack update and used to be part of the shared bag's space.

We are planning to add highlighting and details for matching the items to Slimes. We are still working out the best way to do this, both the calculations of who should be highlighted, and the best UI elements for it. The combat is also going to get an overhaul, so this will likely wait for that to be completed so it best represents the usefulness with the updated systems.

We are working to make the combat icons showing the enemy plans larger. Right now we don't have the space for it, as the bottom row already bumps up against the top row. We need to increase the spacing between rows in combat, or rearrange the icon layout. The larger spacing requires making sure they don't collide with anything on the maps. This is definitely something we want to do, but has turned out to be more of an undertaking than expected.

Glad the tutorials were helpful. We are still working to find the right balance, as many find Trainer Terry to be too much. I have plans on a new alternative to the interactive fight that we will be trying in the near future, while looking for a good way to keep that interactive fight as an option.

We have had several requests for a preview of potential damage and it is something we plan to add with the combat redesign. Not sure if it will preview exact damage, or be a potential range, but we do want to give more feedback to help players pick the best abilities and items.

This was great feedback.