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Love the game! Currently stopped at 100 battles won (so far 200+ total).

1) I wish I could see the individual equipment stats that are equipped. As well as unequip specific equipment. The only way right now is to equip another item.

2) Equipment compendium of some sort. That way I can see all the possible items and know what to hunt for. At the very least, a list that makes them hidden until they're purchased/seen in store for the first time.

3) The RNG for items in the shop is really wonky IMO. My first run of 95 battles never saw a single piercing shot bow. My second run of 100 battles saw only one flame staff.

4) Bows in general have terrible accuracy. Something about this needs to be fixed or updated to feel a lot better. Even against a large crowd, It will miss because it undershoots a lot.

5) The later stages of the game, I was heavily reliant on pierce and AoE. As such, flame staff, piercing bow, and the 2-handed hammers were the only viable options. There needs to be more balancing for the other types for later game stages. 

6) Rarity should be clearly visible without hovering for the colored name. 

7) While I enjoyed the concept of the weapons identifying the class and thus the stat growth per level, I want more control in stat allocation. But, I also understand that's the point of the system, so I'm a bit torn on this.

8) Do bows not scale its damage (nor its ultimate) off of any given stat? It seems like the base damage of the bow is all there is to it. This feels bad. But if I'm wrong, it needs to be clarified in the Guide, too.

9) I like the Guide section! But some of that info could be provided during the game, too. For example, underneath the ultimate names, there can be a small text description of what it does.

10) It's not specified how energy/mana is replenished. I have determined it's based on each basic attack recovers Wisdom stat amount. So, a dwarf with 50 Wisdom will recover 100 energy/mana in 2 basic attacks. This should be clarified in the Guide (it may be and I missed it, though).

11) Enemy mages and archers are SIGNIFICANTLY more threatening than the melee ones in mid and end-game. By rerolling strictly for melee enemies, I can avoid the ranged mobs. This has to be balanced somehow. Like ranged units deal 0.5x dmg to other ranged units for both sides since they're already squishier.

Keep up the great work! Looking forward to future updates. :)

Thanks for playing and taking the time to give feedback!

Let me try to answer your points:

1) That is a planned feature for a future update.

2) I like it. I'll put it on the TODO list.

3) RNG is what it is... I try to balance this a bit by removing beginner items from the shop if you progress further.

4) It's because of their short hands! But tbh it is just really hard to determine where the arrow has to hit as the melee jostling is very dynamic.

5) Yes, I'm aware. Balancing is still a WIP.

6) Yeah, this will be updated soon.

7) I implemented this system because I thought it will get too tedious to open each individual dwarves stats and add the points manually after every level up. But maybe some changes will happen to this in the future.

8) They do not scale with any other stat no, But as bows have very high min - max attack this number is affected a lot by item rarity. Feels wrong to scale it with STR, and if it would be scaled with DEX it might get too powerful.

9) Good point, I'm just afraid that the UI becomes too cluttered then. But I'll experiment with this.

10) It says in the Guide "Increases Mana Regeneration by 1 (Base is 15)", but maybe it is not clear enough that this will happen on every attack.

11) I'm working on a better composition of enemy team setups. Basically like premade warbands for the enemies with a more balanced setup. There will be artifacts introduced soon, which have passive effects like reducing magic damage, etc.