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I want to add some feedback in regards to some of these points brought up.

1) Do you think it is fair to have totems behind cursed doors? that basically forces people to have to get to that talent to progress, which in the game's current state I guess isn't exactly difficult. But as I feel the entire talent system needs re-working I don't feel bosses should be limited by a talent selection. Cursed doors should offer something other than progression.

2) As Bastille mentioned, if you close the unintended gaps, make sure that enemies can't spawn outside of the map. In some of the bookcase/library style rooms, I got upset during my initial playthrough because I couldn't kill an enemy on top of the level unless I switched to a book for magic and sat there for 5 minutes hitting it and waiting for my mana to regen (as I was a melee character). So even in rooms where there are NO gaps enemies still spawn outside of the map limits.

3) In a LOT of other games, if you raise your stat via an item and then you equip another item that brings you over the stat requirement (like in Diablo 3) you can still wield the item and I think this shouldn't be fixed. Think of it this way: if I was wearing a hat, for example, that gave me 10 strength, when I equip an item that gives me strength, my stats increase. When I remove my hat the weapon is still giving me power since I haven't unequipped it. I don't really think it's even an issue.

4) I don't exactly like the current rift-style setup as it could spawn enemies for hours. Even if you do intent to make levels generate to be larger and accommodate files, could you imagine going into system32 and exploring that level to find 12,000 files? Imagine if you have 10 left. Are you going to search for them all? How big is this level going to be exactly? Maybe this is extreme, but enemies need to get condensed somehow if there are a lot of the same file. It doesn't make sense to make someone kill 12,000 enemies. It's pure monotony.