I had a problem in that I bought all the faster spawn and more enemies upgrades in the beginning to farm chips/shards faster and then couldn't get past the 3rd room because of it. In the end I cheated by pausing the game, placing my cursor on the enemy, unpausing thus killing them and repeating that until whole room is cleared. After that I unlocked the knives and further upgrades and could resume playing normally. I'd split those upgrades for before and after getting a red key so players can't soft lock themselves.
Viewing post in Outliers: Incrementum comments
No I don't, omg is there a hidden name plate lore??
But besides that love the visuals and the atmosphere. I think it would be interesting if it'd be possible to go back to the village and talk with some npc there. Maybe hidden npcs for additional progression paths (a blacksmith, an alchemist, etc.).
And the most annoying thing was if through all that visual clatter in further rooms some small attack (ex arrow) sneaked in and I had to go back all the way. It would be nice if you could unlock some type of barrier, to add addidtional hearths to our tank. Maybe some kind of shadow magic to keep with the lore?
"omg is there a hidden name plate lore??"
It's definitely not that obvious. I'm pretty sure you'd have to do several tests to figure out how the color coding works lol
The idea was to have some subtle hints for the player to figure out whether they are struggling (difficulty-wise) because of not having enough attack damage and/or not having enough agility. This leads to the following:
- Red name plates: Attack damage AND agility too low
- Orange name plates: Attack damage OR agility too low
- White name plates: Monsters can be killed with one hit
From what we've seen so far, not being able to clear room 3 usually is not an difficulty thing but rather a result of having not enough attack damage, thus taking too many hits to kill a monster which in turn leads to quite the stressful experience :D
Still... it's bad design to let that happen. At least that early in the game.
"I think it would be interesting if it'd be possible to go back to the village and talk with some npc there. Maybe hidden npcs for additional progression paths (a blacksmith, an alchemist, etc.)."
We're definitely adding a more immersive and more RPG-like version of the village in the future. I'm not so sure about hidden mechanics yet, but this is only because we haven't though about that yet.
What do you have in mind exactly?
Thanks for all the feedback and shaping the future of the game with us! :)