Awesome! Glad to hear there's a new update incoming-- I'll make sure to check it out in the next few days!
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Thank you! I was worried that the hints might be too obvious, but I had the opposite problem in a previous game (Ouroboros, Oubliette) and it made it difficult for players to understand what was going on. I for one like games where mechanics and effects are more implied, so perhaps I'll go back and tweak this.
I'll add the infinite level generation to my list of bugs to check out. I wonder if some parameters need to be sorted out.
I really appreciate the feedback and you taking the time to play! I'll do the same for Res furtiva in the coming days!
You're right on about Knowledge there.
The 80 MB is probably more a result of me using an engine intended for larger purposes on a smaller game. That and I'm not the greeeatest when it comes to optimization. However, there are two endings :) .
There are an impressive amount of mechanics (and UI functionality) going on here, especially for a 7DRL-- well done!
I was dying a lot at first but after reviewing your help section (particularly the summary of combat) I was able to keep my armies going longer (still needed to stock up on fresh fodde- err-- farmers every few rounds. In the last game I played I died to a herd of rhinoceroses, which was a novel strategy gaming experience.
A few thoughts:
1) It was sometimes difficult for me to distinguish between my units and the enemy units when they were the same type. I may have been missing a UI tip, but it would be cool if there could be some kind of visual indicator on the map to distinguish friend from foe (maybe a red box around them or something)?
2) I almost instantly grokked the darkened FOV as moveable tiles, but it's still a little non-standard to shade out places that ARE possible for you to move/attack. Maybe there could be a green overlay instead of a black one to indicate possible choices?
3) A field for how many days you have left before you run out of rations would be nice for those of us who are lazy and don't want to divide the amount of rations by the number of rations consumed daily.
I'm not sure how many of these were updated in the next version. (Very cool that you already have that out already, btw).
Overall, a fun condensed strategy roguelike that reminded me of MoM and Conquest of Elysium. Thank you!
Wow! Thanks so much for taking the time to play and for the awesome tips!
The "ot' should be "of". I always manage to fit one typo in no matter how little text I have :)
The "Death's cold hand reaches out for you." is more of a warning than an alert. It's telling you that if you are in a death-adjacent square on the next turn, you will lose health. I thought it would be more fair for the player that way, but I definitely need a better way to communicate it.
I'll take a look at fixing that "courage" / message overlap as well.
I think you can press any of the direction keys to exit out of the help menu, but I forgot to mention it in the menu itself. Regardless, your suggestion to get rid of the "shift" key makes total sense-- I'll change that in the next update as well.
Spoiler about winning:
Once you have five memories, it's possible to get the "acceptance" ending.
Again, I really appreciate the great feedback! I'll do the same for Wizard Chess soon-- it looks like it's right in my wheelhouse of strategy/roguelike hybrids!
Clever use of sound in this one-- I like the idea of an audio / symbolic puzzle. Like some of the other reviewers it took me a minute to understand how it worked, but that discovery is also part of the fun!
Thank you for playing and for the kind feedback! I completely agree that some audio would do wonders (particularly if some confirmation sounds could play when choosing an action) and some parts of the game absolutely need some more explanation. The most regrettable bug at the moment is definitely the inability to see what the fourth player is doing. Nice job on beating Ouroboros on your first try-- it took me a lot more than that!
Maybe you could have an option to Recall "The Facts" or "The Clues" that you've found so far that could point the player towards where they should go next? Regardless, it looks like you've got a good start and a lot of potential for more stories!
Thank you for the feedback! I completely agree that the trial-and-error approach is a big barrier. I was halfway through writing a quick manual when I kept hitting bug after bug, including several related to the A.I. that you mentioned. In the end, I was happy that it actually could attack different characters at all. Needless to say the last day or so of this jam was a liiiittle bit stressful-- I hope to get the A.I. sorted to a slightly better state and release a manual after the Jam is over and before I move on to other projects. Thanks again for playing!
Thank you for giving it a try! The biggest (well, one of the biggest) problems with this demo is that there isn't any tutorial or documentation. You use the numpad or numbers to select actions for each character, and different character classes have different actions available. I really could have used a little more time to improve the ux/ui -- hoping to get around to that after the Jam when I have more time.
That makes sense-- the whole Recall feature is nicely handled as well. I was thrown off for a minute when I could see options in recall that I hadn't discovered yet, but it does help you know where to go. These are minor gripes though--it's a solid proof of concept and I like the idea of newsscrolls and #1 Dad mugs in this setting.
I like the idea of a detective agency in a fantasy setting. Nicely streamlined text parsing-- very easy to understand the available commands. Would love to see more (and a shortcut for Recall). Good job!
Nothing wrong with going with what works, especially if you've built it and know how it works. My problem with Game Maker and Unity is that they kinda push you into their paradigm (but I'm probably too stubborn for my own good and AM planning on giving them another go sometimeish).
It never seems like there's enough time to get everything in, no matter how long the jam is. Thanks for checking out Apothesosis! I hope you're playing on the most recent version (1.31) as it fixes some maaaajor issues. (Vague tip: There are a couple skills that you can use to "heal". That's the only way I've made it through. )
Out of curiosity what framework/engine is DK built in?