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(+2)

Hello!

Thank you so much for implementing the debug mode, I wanted to see how the game finishes once you get to Wildemore so I got there immediately ;p Anyway... this time I played the game in random bursts jumping here and there using the debug mode.

The usage of ability/items in battle now feel better and organized. Although it takes a bit more click to execute an action, it definitely feels more intuitive which button is for attacking, defending, skills, or healing.I see now the attacker members have skill to target single or multiple enemies. Most of the time, targeting multiple enemies seem like a no-brainer. I think it would be beneficial to have significant damage difference between these two options.

I like the newly updated inventory UI. The highlight of each slime's affinity when you select an item is immensely helpful. Thanks to this, I was not overwhelmed this time in the item selection screen. I think you have addressed the huge pain point in managing inventory with this highlight. Regarding clicking and dragging items to the selected member's inventory... I am just thinking out loud here...  I wonder if it will be better to just be able to double-click an item to transfer (I am wondering for this in my own game too where you can execute an item in a menu with double-click instead of moving the cursor across the screen).

Everything comes a bit more alive this time after you added more animations. Since the game revolves around battle, perhaps we can expect flashy attacking or skill animation next or in the future? I'd imagine this will be the main draw for the game.

Good work on the project! I felt a significant improvement in this update.

(+1)

Thanks for more great feedback!

Glad the debug mode is working well for you. There are still some issues depending on the combo of options you choose, though we tried to make sure the options we exposed would be less likely to cause issues. We may add more in the future as we resolve some conflicts.

For the abilities update we replicated the abilities we had previously created, including some that were meant for later on, and gave them to the player to show off the core mechanics for those who only play a small amount. We are trying to get the core features into place, and then will be rebalancing.  In the future multi-target abilities will require use of higher level items, and will be gained later. Some will be gained as you level up, and others through events.  The more powerful abilities will  also have an additional cost to use, so you won't be able to use them as your only attack. The plan is to add Affinity Points (AP), which will be accumulated as you eat items. When you have enough, you can spend them on Special Abilities. We are still fine tuning the details, but want to have a bit more variety in combat so the player doesn't get bored and feel like they have 1 "best" option to just use every time, and the rest are ignored.

For the inventory management, are you using any of the current quick transfer shortcuts? Instead of double-click, we are using right-click. You can also use Shift, Ctrl, and Alt with right-click, for Half, Quarter, and Split, quick transfers. For mobile we need to work on how best to implement these, and double-tap is an option for the basic quick transfer, but mobile extras are lower on our priorities right now. We are also planning to add additional keyboard and joypad hotkeys. Before we do so we want to redo the remapping to break it out into groups based on where the inputs would be used, as it is already long, and all the options can be confusing or overwhelming. 

We prefer right-click over double-click for our quick transfer, as it take less clicks and is faster when doing a lot. Double-click also has the issue of getting the right timing. You don't want it to be too short that some might not be fast enough, but also don't want it to be too long that a second click not meant to be part of double-click is treated as one. Inventory management is an area where there can be a lot to do, so we want to make it as quick and painless as possible. At some point we may add back the Bulk Transfer (transfer everything visible in the selected Bag to the target Bag) controls as well. Now that the Filters have improved and become more focal, perhaps people will find them useful.

Good to hear that the new animations are working. Our oldest has been working on the Slimes, and my partner has spent a lot of time on the humanoid art. There are still details we want to improve, but the base is much better than before. Additional animations was the main reason we switched to doing our own art, so yes, you can expect more to be added in the future. We are starting with Idle, Walk, and Run, then moving on to per action animations. We will likely start with some generic ones so every character gets an animation, and then create specific ones for different actions, or action types. We also want to add in more races for you to encounter on your journey.

Thanks again for your continued feedback!

(+2)

I skipped every tutorial since it is quite long; and didn't bother with using keyboard to play the game, so I missed that you can use the hotkeys. I forgot to try out the right-click though, will keep that in mind next time. Yeah, don't spend too much time on mobile playability, let's focus on desktop first.

I think I have mentioned this once before regarding the inventory management. Since you want it to be as quick and possible also, instead of manually assigning the obtained loot to individual party members, why not just get rid of it? Having all party members the access to the common inventory seem to be more intuitive. Is there some kind of design decision for having manual assignment to each party member's inventory? Since inventory management happens after every battle, and there are tons of battles between towns, at the moment it feel more tedious than satisfactory to do so. 

Sorry if I seem so blunt with my words. Since I am still learning about game design, I just want to know what kind of design decision went into making the game.

Individual inventory mainly came from what we are used to with the games we've played. It is also meant to add some strategy. The player has to learn the strengths of their party and make decisions on how to distribute their loot among the party, and sending it back for quests. As we expand the game we will be working to optimize the flow, but also don't want to simplify the game too much that it is boring. Maybe we will add an option in the difficulty settings that will allow use of any items the group has, or at least allow accessing the Party Bag in addition to their Personal Bag.

The problem with auto distribution is that there is no one best distribution. We would need to create a system for players to decide the rules for how to distribute things.