Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

great game. voice acting would make this game perfect!'

comments from playing the demo:

1) its hard to keep track of how many and which knights i have.
2) hard to understand how forging armor functions
3) dont understand what are the consequences of not doing a quest
4) miss option to be able to visit my knights in they rooms to talk to them
5) would really wish for more description of quest outcome
6) miss ability to read the last couple of text boxes, to gain context when i miss the point

looking forward to getting my hands on the full game

(1 edit)

1. So far in the demo, there are only 7 knights the last you can only recruit it if you beat the Dragon Knight in Cycle 8 Each knight has different base stats: some are more focused on strength, others on agility, and some have balanced stats. Then there are their preferences.

Each knight likes different things. For example, the second knight likes duels, hunting, and retrieving relics, but don't send him to retrieve the relic stolen by the magpie because he'll die since he has no agility and will fall from a height. They also have dislikes, like the first knight who doesn't like killing or the third who hates the dark and anything to do with commoners.

2. Regarding armor repair, depending on the quest and your knight's stats, their armor may be damaged. The more damaged it is, the higher the chance of failing the quest or dying, so don't let the damage get too low, or it will cost you dearly.

3. So far, only the pirate mission is mandatory because if you don't send help, the port will be destroyed, but it's for the best since none of your knights are strong enough to defeat the pirates and you'll have to go back in time.

I'd also add:
4) The UI to access these dialogues is in the bottom-left corner of the Tower View. We're aware it's not prominent enough right now and can easily be missed, we still need to improve the visibility of these assets.
5) If you're referring to the flavor text that provides quest context (Arlin's notes), unfortunately, it's difficult for us to add more. We've chosen to use this feature sparingly, focusing only on major quests (main storylines) and unexpected outcomes. Adding detailed lore for every single quest would significantly drive up the word count for translation.
6) Are you referring to the fact that it's currently impossible to reopen the dialogue log once a conversation has ended?

in regards to point 6):

I was looking for a way to move backwards to the last couple of text boxes to reread details. I was witching for this feature when I was given a dialogue option and not being sure what to choose. It would be nove to open  a log of the past conversation. 

In other game novels there is often a < back arrow on top or under the dialogue box, enabling the player to jump back to earlier in the conversation 

You can re-read previous lines using the dialogue log (in the bottom right-hand corner of the dialogue box) but actually jumping back in time to change your  recent choices (like you see in some VNs with the back arrows) isn't in the cards