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Seems you have most of these figured out to hell and back, feels very promising. I don´t remember what enemies I faced during the burning crash, second time was just the wolves in the beginning of the first mission. I just wanted to quickly see if I could reproduce the bug.  I am afraid I did not use continue, as I restarted each time I went from the beginning to see if I could break it some more (sorry). 

There seems to be a lot of depth to the combat according to your descriptions which is hard to notice at first glance, this makes me think this is gonna be real fucking good. 

Once it is more stable you should perhaps be giving the functionality of some of the mechanics away early, this is something I have struggled with myself since I love secrecy in games, but the biggest lesson I learnt from the jam was that to much lack of almost idiotic transparency will just lead to confusion for most people. 

It is naught to worry for aiming to crash the game, that is what I do too.  The feedback on this front is very helpful and much appreciated.


When I was writing my design document, I had an intent in mind of designing "unfolding complexity":

  • Initially, you can basically pretend you're playing a classic MOBA style ARPG.
  • Then, the player should realize that they can customize their abilities by changing their equipped "trinkets" (Spellbooks, Rings, Flasks).
  • Then, they get comfortable with commanding multiple simple units as a party.
  • The gambit system is then revealed to them, to help scale up to control larger and more complex parties.
  • Eventually they will pick up on the armour & weapon degradation mechanics and begin to manage their resources accordingly.
  • Lastly, there are also formation specific gambits that allow the player to design integrated multi-unit formations with healers, archers, & fighters coordinating their abilities.

I had many more ideas in the design phase that I would love to implement, but I deemed that I must limit the scope to a 3 month project.  There will most likely have to be an Ingvanr Saga 2 to fully satiate my creativity.  But, that is a hungry fire to feed...

Regarding your thoughts on tutorialization, I am hoping to unfold those mechanics one mission at a time.  I only  have 3 arcs with 9 missions each planned at the moment however, so it would kind of suck to have half of the first arc be tutorials.  Perhaps it could be condensed into two missions, but on the other hand I'd like the player to be able to take their time to familiarize with one mechanic before contemplating the next.  I shall continue to meditate upon this.

I have also been experimenting with revealing mechanics through item descriptions, so that more casual players don't have to think about it too much and can just go for the "biggest sword & heaviest armour" play style, while more detail oriented players can gradually soak up the information and develop a more complex gameplay experience for themselves, or they can systematically seek out and read every item to create a highly optimized or creative build for their party.   Loading screens with items & descriptions would also be cool for revelations of this nature.


There is much more which could be said on these topics, but I shall restrain myself for now.

Thanks again for sharing your thoughts.

Sounds like a good plan to be honest, if you are aiming for more hardcore players that sounds perfect. Perhaps a description of the nature of the game is more proper for a finished product down the line, instead of a whole lot of obvious tutorials.  Maybe a message at the beginning, or something, but then again, people figured out the fromsoft games, it took some time, but people figured out fear and hunger too.