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baxil

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A member registered Dec 05, 2018

Recent community posts

I like how different the character's three states feel, including little touches like the ice form taking extra damage from fire.  At times it wasn't clear what to do (for instance, I thought I needed to collect the heart at the end, not punch it, so inexplicably died several times) and the game behaved inconsistently when I went into environmental hazards (sometimes hitlocking me until my health drained, sometimes warping me back to checkpoints with my health intact, and once or twice letting me sink in the water without doing either), but it was fairly forgiving to experimentation and remained enjoyable.  Nice job!

Cute and surprisingly smooth, even if Sclormbo is all too eager to hurtle themself forward onto spikes.

Out of curiosity, is it possible to make it back from the coins' locations to the checkpoint without dying?  It looks like there are a couple of one-way areas due to the fireballs.

Hi there, found the game via Reddit.  It certainly looks like there's a fun gameplay loop here, but it would be great to have a lot more information to base my gameplay decisions on - most of the fun in idle games is in optimizing, and the limited feedback that I get from the game is making that difficult.

For instance, I'm not certain why I would choose to adventure in later zones instead of staying in the first one.  To pull an example from my current character, if I go to the Enchanted Woods and explore Lost Garden, at a high enough level that my Success is 100% for both actions, then every time Adventuring procs I get somewhere between 10-15 XP.  If I instead go back to Meadowshire and explore the Library, then Adventuring gives me at least 22 XP.  I understand that new zones will have a penalty until you level up sufficiently to get Success to 100%, but if the malus persists beyond that, what incentive is there to ever explore instead of farm the first zone?  Usually in games of this type, the base rate for later zones is so much higher that your incentive is to grind just enough to transfer to the zone and then push forward as hard as you can.

The UI also makes a number of implications that don't seem to be true.  For instance, in that same Library, Adventuring is listed first -- that means it's the zone's primary skill, right?  But it only procs super rarely, like, about once per minute in the time I was watching it for this comment.  Woodcutting and scavenging are lapping it by miles.  Is there some way to indicate the frequency of actions within a zone (and also the base XP that's modified by all your other proficiencies)?  It's nearly impossible to make informed decisions without that.

There's a number of UI elements which just aren't clear in their effect.  I managed to figure out that your Ancestry bonus reflects the highest and lowest multipliers from your previous class, but there's no information about it otherwise. Is it applied as a bonus to your current XP?  Do you also get bonuses for the previous class' other skills, or only those two?  Is the "proficiency bonus from class" a multiplier to general XP, or to general Success rate, or to something more specific, or what?  Is there any benefit to leveling up specific skills other than increasing your character level?  What's the difference between a proficiency bonus and a skill bonus?  Do they apply to different things?

A few other suggestions.  Maybe it would help to rename "Success" to "Efficiency", since it looks like you always succeed when the skill procs, you just get more or less XP based on that percentage.  It might also help to rename the 10 skills into something more abstract like attributes (strength, dexterity, etc).  And labeling the hourglass to indicate that it's how you reincarnate would be grand.

You've mentioned you're working on a new version -- excited to see how this develops.  Thanks for making it and good luck!