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Exiled Guild Manager

Manage a guild of Exiles in this Path of Exile-inspired RPG sim! · By ZIGGYD

My Feedback for the game Pre 0.1.5

A topic by Sylve92 created 6 days ago Views: 36 Replies: 1
Viewing posts 1 to 2
(2 edits)

Played alot, currently around day 700 with some exiles exceeding 2000dps.



Feedback

Negatives

1.  Exile Dismiss or G-Kick feature needed  <- Addressed in another thread.

2.  Morale feels kind of wonky right now, but this could just be a symptom of me endlessly grinding low level content, I'm not entirely sure what the mechanic's purpose really is gameplay wise. 

3.  I feel like when new passive options are generated for level up the weighting from potential should be heavier, I find it frustratingly common to have high (lets say 3+) potential in some areas and then not get a single related passive option for multiple levels. Often feeling like that exiles build is therefore kind of scuffed as a result. (Potentially adding 1. would solve this by just allowing for more easy rerolling of exiles)

4. The crafting feels good early on in the game, but when you amass a large amount of crafting mats and really want to craft some well rolled gear, the process starts to feel incredibly long, this could be solved by allowing the previously rolled mod (when chaos spamming) to remain selected after the slam is done, allowing you to repeatedly press the slam button instead of having to reselect the desired mod each time, or by cutting/removing the animation (flash effect) that plays each time you slam, potentially this animation could also not lock you out of doing further crafts, as currently you must wait for the animation to finish before you may continue. (Admittedly, this might also be down to my current wonky playstyle of spamming the available content)

5. Initiator passive is too strong in my opinion. (This could be already solved in 0.1.5 as wands now have lower range leading to higher likelihood of taking damage and losing the passive effect) But this can still be readily abused by bow exiles to allow very inflated DPS.

6. I think it would be much cleaner to have a single stash button at the top of the screen that auto opens the first exiles gear and stash, and then just be able to click each exile to open their respective gear panels, rather than having up to 10 separate stash buttons that all largely do serve the same function. Potentially clicking an exile without the stash open could just open their "sheet" page to remove another 10 UI elements also. 

7. I guess this is more of a bug report really: The above Uber Endof Contentus kill is the fastest I have been able to screenshot, but not the fastest I have been able to kill him, seemingly whenever I kill him faster than this time, the red kill text is not displayed, I have kills where to total timer at the bottom is 3.9s long but the kill text never appears, I have repeated this probably 50+ times at this point. This doesn't matter at all really, unless you're like me trying to track how fast you can kill him.


Positives

1. This list is shorter, but I want to stress, I think this is an incredible idea and as is probably evidenced by my playtime thus far, I really enjoy the current game even in its early state, I think I could have sunk another 10 hours into 0.1.4, and with 0.1.5 now out it will be even more for sure.

2. Monster Infrequents. Wow, PoE 2 needs this. I've played Grim Dawn and other ARPGs in the past that use this system also and sure it was neat (even build defining) but never felt that impactful. Seeing it in this context, surrounded by the standard PoE fare makes it stand out to me. Having cool and funky base types (or uniques!), dropping from specific monsters adds value to content that could easily lack it without these unique, thematically world building items. I think its the world building part that is helped so immensely by this.

3. Holy cow the potential this game has... Skill gems for exiles? Supports? Ascendancy? or essentially any PoE league / ARPG feature ported here? I understand its been a huge effort to get this far, but I could really see a fleshed out version (almost certainly less PoE aligned) of this being something id happily buy.

4. This game scratches the itch that playing PoE does for me, allowing me to create and min/max builds in that RPG space without the time investment that those games can demand, this is the reason I'm playing so much already, I just want to keep experimenting as though this is a gamified Path Of Building fork.


Random Thoughts

1. I like the addition of vitality, I think something like this is necessary in order to tone down the power level of life regen, but I do wonder if a better option would be to just not have life regen exist at all. In the current iteration I have found it most efficient to have a full tank melee fighter beeline to the highest hp enemy to tank them and regen really does nullify their dps output, forcing the use of life leech or life gain on hit for sustain (or other mechanics to be added) would push more well rounded builds to be created.

2. Leading on from the above, right now it doesn't feel necessary to make builds that are well rounded (ie have a good measure of damage, survivability and utility) and instead it seems more efficient to just focus on a single one of these pillars to get the maximum benefit. I don't even really feel like this is an issue, as its quite fun in its own right, but I just thought it was an interesting emergent character building pattern that arises from the current combat system.  

Thanks for reading this wall and creating such a fun little game!

Developer

G'day and WOW, I'm impressed how much play time and min maxed you got out of my small 1hourish demo! Appreciate all your feedback and I'll share some thoughts on a few but all of it's making it into my notes in some capacity.

Morale feels kind of wonky right now

This is mostly a symptom of the tiny vertical slice we have. Morale is to do a lot of things such as act as way to drive exiles into more challenging content (they lose morale when doing missions a few levels beneath them because they crave challenges), a way to encourage a diverse and dynamic roster, a way to give the planned events systems more consequence, and a way to trigger events related to specific exiles. It's just very early days for Morale and if you get past level 8 it stops working because there is no more content really.

Passives

One of the areas I'm least satisfied in. I bumped the impact of potentials up a lot and it's now between 2x to 6x or more likely to get passives based on them, but I want to develop this a lot more. It's just in a kind of "barely works acceptably" state right now. Proper respec system and the ability to train and adjust potentials will help but I think there's another key piece of this puzzle im missing.

crafting

My plan is for meta crafting currencies (think something like an essence that garuantees specific mods or "reroll into fire modifiers" . This would heavily reduce spam rolling. Some good UX suggestions in there though!


Initiator passive is too strong 

agreed, and there's no reason to not get it? It probably needs to become a deeper keystone node that requires subtantial investment in crit passives. I have the code for passives that require other passives but only use it in a few places currently. It could also maybe go back to being on full life only now that healing is much stronger. Or better yet only crit bonus on enemies having full/high life.


be able to click each exile to open their respective gear panels, rather than having up to 10 separate stash buttons 

You can double click an exile to open their windows and single click between them to auto swap. But this whole UX needs to be much better, agreed. 


I have kills where to total timer at the bottom is 3.9s long but the kill text never appears

haha you might be the first person to report such a bug for uber contentus. But it suggests a deeper bug with the combat log ill look into thanks!


regen

I think Vit is doing a good job with this at the more balanced lower levels but regen has just been way too strong at higher ends. I think it's mostly a balance issue and not having enough pressures on your guild to prevent vitality recovery rest spamming. I personally love regen and recovery builds and love how the Twisted plays at low levels as a bright candle that burns out quickly so im excited to flesh this unique part of the game more. Vit is a bit like morale in that it's missing a lot of the bigger picture.


it seems more efficient to just focus on a single one of these pillars

To an extent one of my original dreams for making this was to have content and build making that really encouraged specialization. "Wow this crazy opportunity mission just came up, scouting reveals it's got a crap load of fire damage and the enemies are mostly weak to lightning so Barry the wander is a good fit... but oh, they are really fast he cant handled getting swarmed... hmm ill need some AoE chill and a blocker to two..."

Holy cow the potential this game has...

This is what keeps me up at night! (In a good way). It's seriously very exciting to think of all that could be done from defense missions to events to guild vs guild to pokemon pet catching monsters to deploy in battle.


Seriously, thanks so much for the long well thought out post and for playing so much. I look forward to doing some big updates after a bit of PoE 2 0.5!