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Been following the game for a bit and have been enjoying it thoroughly, but I have a few suggestions and a few bugs to address.

For the completionist side of myself, I see people are talking about enemy spawns and levels but personally a few things come to mind with archiving, one being implemented would be perfect:

- If possible, would there be a hard mode in the future? Like enemies scaling faster or spawning at double their level in the later days?
- Speaking on later days -or simply in general- would dungeons also "scale" in the same way where they could delve deeper and offer those later stage enemies?
- And finally -knowing how the world works and whatnot- could there be an optional "endless" mode where the map can remain but the days constantly progress? Or simply extending the time frame?

These suggestions are only in mind if only because having to surrender to scale them up just feels iffy, and having them naturally scale up by fighting each other takes a bit too long or they end up disappearing because of the week progressing. Something I would enjoy personally, and maybe a few others, because this would also help with getting to certain growth stages for the player as well in my mind.

For bugs/issues, a few things I've noticed with the 0.2.5/6:

- I'm not sure how this even happened, but after starting a new save and saving right after in the Inn, closing the game window (not by closing to desktop normally) and reloading ended up putting me in the middle of space with nothing around; unable to move or even do anything. Unsure how it happened otherwise and haven't attempted to recreate it.
- Golems and Rats archived progression simply showed as question marks even after witnessing them, I'm only guessing this may be implemented in the future.
- Sometimes when saving over files, the allocated save will not be written over and must be done on a different slot, and this may end up "freezing" a save file and preventing it from being written over.

Apologies for the length post, but I have been enjoying this game so far, and to think it's still fairly early in development. Looking forward to more, and keep it up!

On the point of Endless Mode (or Infinite Days) the issue is Bushes, Chest and mainly Dungeons do not re-spawn (currently) and this ultimately will lead to an empty world state

The idea of scaling Dungeons is something I think would be interesting, the problem is how the scale (deaths/surrenders, or time) and the effect on game progress (take to long to find the Goblin Village and it is too strong meaning you need to world reset), however, I see the possibility of new Dungeons being added as Quest are taken and completed, expanding the world that way

This then brings out a new problem...you can't explore the current map size in a single day, so rare locations may not be found just due to searching in the wrong areas (the warps help, but it isn't enough at the moment)

On the thought of an Endless mode, that is a good point but when getting further into the game and having enemies constantly spawn, there comes a point where bushes and chests feel kind of like a mute point because enemies still drop glyphs and equivalent base boost items or even better items for that matter. But there's still also forced map regeneration which is that failsafe of preventing an empty world state or with things scaling too fast early on for a new game. An example of that was with 0.2.3 (from what I saw initially) where some enemies were able to scale up to their later stages naturally more often, personally seeing a stage 9 bear and goblin on day 3 or 4.

Scaling dungeons is something I thought about where it was based off of time; as days go on, they either get longer, include later stage encounters, or a mix of both while also providing overworld enemies of equal caliber. Like how with enemies scale as days progress, dungeons would scale in a similar fashion with having more late stage enemies with earlier stages being spawned into the Overworld. A good way to put it could be: current enemy scaling would be fine for the Overworld, but having encounters in dungeons would be a few stages above them with the boss being one of the final 3 stages (7-10) by the 5th/6th day.

Though, bringing up the idea of "new" dungeons would be nice, actually. Or at least something akin to a 'boss rush' dungeon where later stage enemies act as normal encounters/elites. Perhaps unlocked as quests go on, with story progression continuing, those rare dungeons could end up becoming more numerous over time.