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eduty

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A member registered Oct 04, 2017 · View creator page →

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Recent community posts

Consider reducing your interior town maps. There's a lot of unused space.  Example: The weapon shop has an empty room in the upper right of the map. While I understand creating a store room in a shop for realism, if the player doesn't have anything to interact with or do in that room, it's not necessary.

Not certain why the names of the enemies are displayed at the right of the screen during a combat encounter. That information is readily available from other portions of the UI.

Lomia community · Replied to Nightooo in Bugs!

Just ran into the same bug. The goblin mage "magic pulse" spell resulted in a client crash.

Thoroughly enjoyed it. 

Plot thickened from, "I think I've seen this before" to "interesting" when the party discovered one of the members' gravestone and concluded the dungeon was formed from their collective memories.

Love the battle system with the hearts and stars. Having all attacks revolve around damage in increments of 1-4 requires a different way of managing damage output across enemies.

I wish the system behind the multiple hits were a bit better explained.

Seeing lots of potential with effects and artifacts. It seemed almost too easy at first, but definitely hit the sweet spot of difficult but not impossible for the last 5 or so maps and the boss fight.

Had minor issues with the UI. The height of the overall monster graphics is too large, forcing their status icons off the top of the window. 

The boss monster's Stars were squished to the same line as its hearts and looked a bit odd. I am guessing they should have displayed one above the other?

Monster select boxes are not large enough to play the game entirely with a mouse or touchscreen.

I'm not such a fan of using a separate key for all the jumping. Feels like you're robbing yourself of an opportunity to deploy on mobile and tablet devices by requiring a keyboard.