Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

I've been loving this update from Patreon so far, but am passing on the analytics option. Would like to share some thoughts after playing it for a while though:


Bugs:

- Guild area, character panel, change Goals, exit character panel - new goals are not reflected on party member sidebar. (fairly minor really)

- Purchased provisions are not shown while preparing for dungeon (add bread or herb, left side "Provisions" panel doesn't show what has been selected, no other sign of inventory until entering dungeon either. Maybe I'm just blind?)

Feature Request:

When looting gear in dungeon, can you show an icon or "X" over gear that has already been collected enough to be "infinite"?
(I often forget if I have enough of a piece of gear, and waste precious loot space thinking I needed more of it still)

Problematic Goals:
"Kill enemies of type Human" - Humans are quite rare and random, this has been the hardest "kill X" to complete by far. It's #2 in my list of reasons to re-roll goals.

"End dungeons with ### Cash" - Since cash only stacks to 1750, this means you either need ~3x stacks on lower difficulties (doable if you skip treasures), or ~6 stacks on higher difficulties. The 5k is doable with random luck, but I'm doubting the 10k is possible, even with fully farming explore mode and dropping mana.  

"Start turns with token (Blind/Silence)x20" - Even trying to force these via equipment is very difficult to achieve, as (almost) any action will negate the token... so this becomes a "Wait 20++ turns with a debuff" goal instead (burning at least 1 turn in a combat to spawn the debuff via equipment).

"Start turns with token Faltering" - My #1 reason to re-roll goals.
I get the point behind this, a very high "Risk/Reward" payoff. I don't think there's anything "wrong" with this one, just personally I don't even try to attempt it. It's hard to control enemy attacks enough within a single battle to force a character into Falter state (unless said character has a Taunt skill); and that's not counting the huge risk of a character getting kidnapped since Falter state generally stacks higher each turn afterwards.  (Yes, Healing pauses it - but most of the time when someone Falters, I often can't heal them enough to prevent another Falter+1 on their next turn, due to unremovable damage DoT debuffs or further incoming damage voiding out the Heal. )

..... sorry for wall of text.

Thanks for the bug reports. Second one is fixed in the next version, but the first one is new to me.

You can see whether equipment is infinite by the small infinite symbol in the tooltip, assuming it still works.

Thanks for the goal comments, it makes up for not getting your analytics ;p
I noted that there is a lot of waiting around that people do, so especially the blind/silence once need to be looked at.

I know I end up using "wait" a lot as well, often either
a) Stalling in a "safe" battle to use buffs or heals for the "Receive Heal #" or "Deal Heal #" or "Get Buff x times" type missions

b) Letting a specific (often weaker char) get kills on a target for "Kill x [enemy type]" missions. Sad that DoT's dont count, but it makes sense that would be difficult to track. (Kill X is especially difficult on Maid, since most of their damage potential is DoT based; French Kiss and/or pink feather duster's DoT)

Sorry for no analytics; just not a fan of games that do that. Very grateful for the opt-in approach though. Seen games that get screwy performance with analytics on; or kill my limited shared bandwidth. I play slow and weird anyways....