That was pretty fun to watch! I didn't knew you could get this far with pacifism...
With the knight stuck in the cell, the self-defense blocking no longer working well at some point, and the out-of-bounds glitches, you have a gift to find bugs!
Thanks. Glad you like it!
For multiplayer, a hotseat mode could be doable technically, but gameplay-wise the game would need some changes in the rules to avoid stalemates.
For the one cleric + two barbarians team or three mercs team, indeed it's OP :)
Other kind-of OP combinations are 3 mind controlling witch-doctors, or 3 grappling barbarians -> you can do whatever you want with the enemies.
I had some fun too with one cleric and 2 skeleton-rising witch-doctors -> a bit of set-up to rise enough skeletons, but then with the inspire ability from the cleric you attack with a whole army at once.
I don't know when/if I will have time to work back on this soon (another game in progress, and a happy, but time-consuming, family event 👶 recently), but could try to do a fix+balancing patch at some point.
I just saw you video, it was great to watch, glad you had a lot of fun!
For the tutorial text, yes, it's often too tempting for a player to try something else than what is supposed to be explained, that's a good idea to put the text in a scroll or something to be permanently accessible, I will do that.
(Also I don't know if you know it, but in the demo there are two other levels unlocked after the one on the cliff.)
Glad you liked it!
For the memory leak I can't reproduce it (Firefox 102.0 on Linux). Is it always happening or only on some levels?
For the Witch-Doctor mind control, I could definitely reduce the number of uses and/or the range.
For the Mind-Flayer mind control, (or the charm abilities of some monsters), usually it feels "fair", it's only allowed to use the skills of your character that have an unlimited number of uses. Without this restriction it would do very nasty things likes bombs, potions, inspire, etc. With it, it's often restricted to main attack, and gives you the opportunity to counter it because they are delayed, (except for the Mercenary!).
For the main attack, I agree that the delay makes is risky (especially for AOE), and one needs to check possible counter-moves from the AI before a delayed attack. But it can be extremely efficient if always aimed at a target that won't be able to dodge it, either because it's on recovery, or because multiple characters are targeted at the same time. Maybe the un-upgraded damage is not impressive but it's usually easy to just target a monster on recovery (while other skills require the right conditions for AI friendly fire and traps). In my games, I used main attacks more than other skills, even more so when I invest upgrades in these skills.
For balancing characters, you are not the only one telling me that the Barbarian is very powerful, upgraded grapple with no recovery is maybe OP. I'm not sure yet how to balance it.
But for the Priest and Mercenary I'm actually very happy you liked them, I was feeling these one were underpowered, maybe we have different playstyles.
Thanks for these feedbacks!
Hello,
I've got some issues with the resolution of html games in fullscreen on mobile.
Instead of having the full resolution, it's much smaller, which results in blurry/pixelated display. For example if a phone has a screen resolution of 2400x1080, the viewport of the game has will be 800x360 instead. This seems related to the Device Pixel Ratio for mobile displays, and if I ask for the Desktop View, it works, I've got the full resolution.
Does anybody know how to have the full resolution by default?
(The game is built using the Godot engine and the html5 export)
Thanks, glad you enjoyed it! Yes, I could definitely add more content, like more enemies.
To start with game dev, especially if you are new to programming, I think that you should 1) start with something with very simple first, 2) use a simple & flexible enough engine (I used Godot for this game, but Unity would a good choice).