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(+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!

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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.

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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.

(+2)

Thank you for your reply, I just got back from a short vacation and saw this.

I see.. so the inventory system is to promote strategic decision for players.
Yeah, auto-distribution system is not the correct solution for this, but an "easy" mode so that each member has access to all items in the bag may be a "nice-to-have" feature further down the development. But since you want to promote strategic decision, of course you can also omit this *easy* mode suggestion entirely. 

On the other hand. to make players care more into learning each party member's strengths, I would probably suggest making the party members much more distinct from each other (visually, in sprite shape and animation). I suppose this is already an item in your to-do-list, just haven't gotten into it yet. But I believe nailing this early would be critical for the game. Please think of this just as a friendly reminder.

Cheers! Looking forward on the next update.

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We are planning to have several difficulty options, including a "Story Mode" that is very easy. We have had others also suggest auto-distributing the loot as well. I've been thinking on it for a while and came up with a system that was pretty easy to implement in a couple hours, so have added it for the next version. It is off by default, but players who want to can enable it. The current approach will append all of the items from the Party Bag after the items from the Slime's Personal Bag, when selecting an item for use with an ability. This can result in the same item showing up twice if it is in both places. For now there is no separation between the items from different Bags, though we may add that later. This feels like a good quick fix solution for those who want to play that way, but we will see how people feel when they try it out.

We will continue to put the strategy as a core feature we want, and continue to refine it, but we also want to be accessible. After all, how players will enjoy the game is what matters to making a game that will sell. At some point we will try to add a system where players can setup some rules for auto-distributing the loot, but we want it to be player defined, or at least giving several options for how it can be done, and any options I see for that will be several days, or maybe a week or more, to implement.

We plan to make each Slime become more distinctive in part by their abilities. They will have some similar ones, like the basic Spit, but we want the others to have more variety. We are not planning as much difference in the shape of the art. They will likely each get some accessories or other defining traits, but the core shapes and animations will be the same for now. Part of that is simply the time needed to create so much art and the associated animations. Later on, as time permits, we will continue to review everything, and the player party will get more attention to make them stand out.

Thanks again. This kind of feedback helps a lot with seeing other viewpoints and accommodating a wider audience.

(+2)

Having the options to auto-distribute, and several difficulty options will certainly improve the game albeit much more work on your side.It is good to experiment with it for now and see which one feel great to play with. 

Just being curious... have you played Final Fantasy 8 before? Are you familiar with the junction system? The discourse around inventory management in Hungry For Loot seem to have similar characteristics with the junction system in FF8. For new players, it is a very clunky system to work with. But once you get the hang of it, it is very enjoyable since it offer high customizability and the ability to be overpowered at the start of the game if you know what you're doing. I feel like it may be the case with the inventory management in Hungry For Loot.

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It has been a long time since I played FF8. I don't recall much about the game, as it was not a favorite. I prefer the SNES era Square games, along with NES-PSX Dragon Quest. I'll look it up and see if it sparks any memories, or see if I can find the time to dust off my copy, and if it might inspire ways to improve our game. Thanks for the suggestion.