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Hey,

Sorry, been very busy recently, and will be for the rest of the month, so haven't had time to fully test everything.

The tag system is a good change, it definitely adds to the characters. It's nice that every NPC is somewhat unique, and different from the others. Perhaps this could expanded by allowing you to use different powers against different people? Possibly you'd have some powers which were useful against people who had weak wills, while others were physical challenges, so would do better against other NPCs, so the player had to pay attention to which tags an NPC had.

I'd also be interested in expanding the city-building-ownership system. I took control of an NPC, who then took over half the city buildings, but it didn't seem to advantage me. It would be nice to be able to spend power to increase the wealth and power of a particular NPC, then have that NPC's new success be a benefit to me later on. It would make the player invest themselves in particular characters, and perhaps then need to spend power to attack that NPC's enemies, to ensure that their preferred NPC wins any future conflicts.

One thing I noted, bug-wise or possibly UI-wise, was that the message log said that characters involved in a guild war were too busy to be attacked using my powers, but I was still able to. I assume this is just some text-message issue.

Those are my comments on this version, keep up the good work.

I was busy too, so I don't mind! And thanks for feedback!

I like the idea to work on top of tags, adding some sort of mechanics! I have a lot of ideas on this, also because tags can be a sort of path players can follow to unlock particular powers or other tags too! For example manipulate a particular npc with a strong tag, let them power up and have a more crazy, but physical powerful npc.

And again on city-building side you are absolutely right! I think that with some sort of city map player will have more control on what is going on in the city, where to expand a controlled npc influence and so on. If I can generalize this concept, I can see a possible pattern here: corrupt an npc, expand his influence in the city, or guild, or in another dimension (religion, economic, arcane, etc..) and get bonus for this powerful npc.

A downside of this approach is that player, as you said, should keep attention on a particular npc, where he invested time and resources: right now a crazy enough npc can die in a fight and player could potentially lose a log for this.. If I'm the player I will be a little pissed about this :(

For the ui report, thanks, I will investigate! I have a lot of bugs to work on it, but I need to focus on complete core mechanics first! I know you can perfectly understand me on this side!

Thanks again!