It's in game! But I've closed it since. Don't worry about it now
Antang Software
Creator of
Recent community posts
Thank you for playing craspedia!
>Played with thief, fighter, knight
That's impressive, I don't think ive ever beaten the game without a cleric
>Adjusting skills and passives in a dungeon
Yeah that'll be the main bulk of the experience, different from darkest dungeon. You will be switching through equipment very often to handle specific encounters in high level gameplay. A hotkey to save and quickly swap between party configurations is planned.
>Level up mechanic
It is there to encourage exploration and the hard fights with tight MP economy are supposed to push you into using dice and shifting to skip through floors and slip by difficult situations! Likewise no battle rewards also were meant to discourage you from fighting blindly, instead looking for other more rewarding paths to take. But battle rewards are planned to be implemented, they just aren't going to be as greater as exploration rewards
>so many items from chests
You got lucky rolls? Average drop seems to be 1-3 but you can get up to 5 in a single opening
>Faster pacing
Do you mean during combat? Is it not fast enough already?
>More keyboard controls
That's the plan
>Momentum
Bottom left corner in combat are the active character's unique passive + equipped passives. The fighter's. Passive icon has a counter that starts from 0, that's her momentum count
>Reason to fight enemies
They don't directly reward you right now, except elites that keep the gates locked. Intentional. You level up instead by thoroughly mapping out the dungeon
>Stuck after teleporting
There were illusory tiles that wouldve been your ticket way out. You were meant to walk into every direction on every tile in that unconnected island there to find them so you missed em
Thank you for playing! If you do revisit it, please also fill the feedback form!
Thanks you for the feedback tada
All heal events should work, there's no SFX feedback yet and the logging is incomplete though. But they should work
>%hp remaining during map
Sure
>Cleric too powerful
Everybody can be really strong when you use them right yes, that is the idea
>Level up notif
Yeah planned
>Monster db
Yep, planned and in-combat analysis
Gorgeous style! But it's very confusing right now especially as someone who's never played cultist simulator.
-Do you see any potential if id clean up the art and maybe worked a bit on the artstyle?
Just stick with what you have right now, 's good already. Improving on the art style will come as you keep working on the game
-How does the general UI feel, any issues or annoyances you experienced?
It's alright. The UI "feels" good, the controls are intuitive and I find the events being placed on the right side of the screen comfortable to read. The camera pan is only bound to the mouse wheel too, you might as well let players use the mouse clicks to drag the camera around.
But like I said it's still a confusing game that I don't know how to play. It feels like you're talking to yourself right now instead of onboarding potential playtesters, so I think that's the area you should work on next.
-How clear are the event outcomes and your control over the results?
There's a lot of flavor text. The outcomes generally understandable, but I suggest giving each description (not just in the event outcomes) a brief "gamey" text on top of the flavor text that people can scan through. It's better for playtesters and repeat playthroughs
-What do you think about the writing?
Flowery writing to me is a struggle to read, I'm the wrong person to ask feedback on this. I will say I won't mind engaging with it as long as I know what's going on in the game, which I don't right now.
and nah, it's not a dead end. Keep working on it and we'll see.
The big update for Perish Parade is here! This build will be up until July 6th.
Beat the dungeon and talk to The Raconteur for an invite to the game's server!
Features:
- New character: The Raconteur! She will serve as your ever-reliable guide throughout the game.
- In-game tutorial tips!
- 5 dungeon floors to conquer!
- updated dungeon visuals!
- progress autosave, return from where you left off
- elite enemies - kill them to unlock other parts of the map
- level ups - fill out the map to get stronger
- loot - relics and passive drops to turn the tide of battle
- unique passives - make use of your party member's unique strengths to get the edge in combat
- portal traps, invisible tiles, spike tiles to challenge the party!
- SHIFT stratagem - teleport over to two tiles ahead of you to shake off an enemy, or get the drop on them
- Encounters!
>sprites being more pixelated
Eh really? I'll have to look into it, I don't remember
>UI
Yeah, I will compensate in other places probably? Wanted to make sure the most gamey parts of the game is as intuitive as possible first. And yeah dungeons won't only be a black void with nothing.
Thank you for playing Bakar!
Thank you for playing Stomy! I'm glad you like the new exploration controls now.
Yes, decorations are planned. And I did do the trick you did in your game, thank you for that lol
Momentum is the only functional passive in the game right now that the Fighter can build up and use, the problem is I haven't displayed it properly yet.
Thanks for playing dude! There's no permadeath or death's door in this game. Dead characters will be able to be revived through Stratagems and Events later on. And yes, there are already different physical attack types. Cleric's normal attack does a lot of damage to the skeletons because it's Strike damage, and Burning Hammer is a physical fire attack, too. Not a slashing attack
The colored tiles are actually Events! But they're not implemented yet so I repurposed them into enemy spawns, so that players this DD don't get spawncamped through bad luck.
Yeah, the AOE UI QoL slipped my mind
The first battle theme loops! But the second one doesn't. I just havent gotten around to editing it or asking my composer to send me a loopable one, easy mistake to correct.
Thank you again and I hope I can play your game some day too! It looks super kino and hot
Movement feels pretty good, couldn't finish the last level because of skill issue.
I played with a controller, moving with the analog. If it's possible, I think it might be even better if you increase the threshold it takes to enter free fall mode specifically on the analog stick, because I found myself entering free fall accidentally a lot of times during short hops because tilting the stick slightly downwards triggers it, killing my movement momentum
Thank you for playing Federx! There's no way to heal out of combat right now until I bring the menus back for the next update.
You can try to avoid getting ambushed entirely by kiting the enemy cells until you can initiate combat yourself to get the first turn. It will be an important dynamic in the full game to stock up on consumables to manipulate your movement.
Thank you for playing Stomy! I'll try out a more transparent turn order, but in this iteration there's no skill that would affect your turn order, instead everybody's turns are sorted by agility. The turns are also round-based now, meaning one side needs to spend all of their turn icons first before the other side can act. The rounds can be ended earlier by dodging or extended by hitting critical hits, which respectively cost the party extra turn icons or save them.
No way to set the default formation for now, it will come in a later update where I add menus and more customization options.
Thank you again for the fanart Stomy! I love it.
I plan on having super moves as well! Ideally, the player will have to make conscious decisions on when to use them, as the MP economy is limited.
But, basic attacks actually do less damage for me on average. In the code, their hit modifiers (also decides the crit rate) are low and often fail to go over the enemy's defense. Perhaps you've been getting lucky then!
I've made a quick update to the game to make the dungeon exploration snappier, if you want to give it another shot :D



