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Cold Ivory

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A member registered Jun 27, 2020 · View creator page →

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Comments/Questions:

 - I like that summons stick with the party and level-up. 

 - There are a lot of items, and I do like that I can craft them in the field, but it's a little underwhelming when some of the items that I have access to (at least early on) basically all do the same thing - bat wings and rat meat have the same effect, and other items only offer tiny changes in outcome. I know the game is working with small numbers, but having options for +3 HP/MP vs +4 HP/MP vs +5 HP/MP feels like bloat, not opportunity. Most of the items so far also feel pretty standard; HP/MP regen, stat boosts.

 - Similarly, there's a decent spread of magic spells, but I'm entirely sure if there's any benefit yet to using one over another. Some enemies are maybe weaker to certain elements?

 - It would be nice to have a division in the inventory for ingredients, battle items, and misc items. That way I'm not scrolling through a whole list of fish and monster parts looking for spellbooks to use or what healing items I have left.

 - Does the agility stat have any effect at this point in the game? For all of my battles, my characters went first, and then the monsters. 

 - Where do I find more gold? I'd like to buy some new abilities, recipes, and supplies.

 - Enemy scaling could use some work. Random encounters so easy as to be an annoyance, while bosses suddenly spike in HP and damage capabilities, requiring a dozen turns and multiple items. Something in-between would be nice, as a challenge and signpost of increasing difficulty.

 - Quests could also use some work. Right now most of them are plain and repetitive: running back and forth between two people, fighting the same basic monster half a dozen times, using the same spell over and over again in the same room.

 - I think there's too much writing, in multiple senses. Since this is a visual game, you don't need to write any non-dialogue text, especially during conversations. Either convert it to dialogue, show it with the little speech bubbles, or cut it.  And to the extent that dialogue shows the personality of a person, I think you could cut a lot of that too and still get the vibes across. You establish the characters as certain tropes/archetypes early on, there's no need to overdo it. And honestly, since the MC is pretty basic self-insert, I think you'd be fine to make him essentially a silent protagonist. Less talking, quicker cutscenes, and the sooner the player can get to the crafting and battling.

Bugs/Issues: 

 - Collision issues/invisible walls in the first dungeon in the upper right area around the  Leather Gloves chest

 - When learning new abilities at the barracks the text still refers to the players as "Harold"

 - When on the crafting menu choosing between food, potions, etc.., the 'esc' key doesn't back out but instead acts like the 'enter' key

 - Entering/Exiting areas is inconsistent. For instance. the main town I can enter and leave by just walking over the entrance/exit, but the barracks requires interacting (that is, hitting the interact button) with the door to both enter and exit, and the graveyard can be entered by walking over the tile, but can only be exited by interacting with the exit.

 - When moving to different sections of the overworld, I often appear a few tiles into the next section rather than right at the edge. Also, there's a tile south of the barrack that will act like you're trying to leave the area when you're facing east or west rather than south.

 -Not sure if 'Optimize' equipment is working correctly; when I tried it, it gave my main character the staff instead of a sword, and simply didn't equip the leg-guards.

- I had some issues early on with ally-targeting abilities defaulting to targeting the enemy or not allowing me to target certain allies, but I got them work in later battles, so it's possible the issue was on my end.

- While moving from area to area within the tunnel, I was occasionally still getting messages about dropping off rocks/dirt even though I'd finished that part of the quest. 

 - When you find the girls outside the bar, Rose is unresponsive?

- While fishing, it doesn't seem like I can interrupt the AFK prematurely? 

Ah, nuts. Thanks for pointing that out, and thanks for playing!

(1 edit)

Thanks for the explanation; I have uploaded the unmodified  7/17 .pck file necessary to run the game as a separate project on my profile.

Are there instructions and/or a control scheme somewhere? Also, found a weird bug with the d20 enemy where I can directly change its health bar with the movement keys.

Ran out of wand charges and then leapt too far and landed outside the arena. Twice. I can't say that the d20 or I ever decked one another.