Can I see your code ?
Hellper
Creator of
Recent community posts
Hi, there are no advanced version. It was initally the plan to have one but it's been abandonned as this version already takes lots of work.
I've thought of remaning herbook simple version to just herobook but that would break the links directing to this page so I chose to keep this name although there is only one version of herobook ^^"
Hi, it is not possible to get an input from the player, but you can have variables.
The engine supports the ejs format avec provides an object named $state that persists between pages so you can write <% $state.name = "Paul" %> to set a variable called name inside $state and <%= $state.name %> to display it
Merci :)
Le fait de mourir souvent est en fait inspiré d'un autre jeux textuel nommé "drague on", hélas difficilement trouvable de nos jours.
Une seule fin, le jeu a été fait avec une version très basique de mon moteur de jeux qui rendais la création assez pénible à l'époque, du coup je n'ai pas fait trop recherché sur ce point :x
Hi. It's a nice game you have made here, It feels a bit like the dice forge board game, which I'm super fan of. There are also some problems:
- Way too much text with some giving really obsvious tips; I would recommand the "don't tell, show" tip. For example you don't really need to say you heal the player when the action of healing is mostly self-explanatory. Visual feedbacks are also simpler for that.
- Animations are very slow which break part of the dynamic. On the other hand some obvious actions could be automated, like the dice selection when there is no reroll left.
- There are a few issues with balance. First all actions don't have the same type of benefit: while attac and defense are used within a single fight, gathering gold benefits the whole game so if you can keep a fight for a arbitrary long time you can easily collect huge amounts of gold even having it snowball and grow faster after each fight.
- Also as others have pointed out the multiplicator action is way to strong. On my last run I had two dice covered with x4 so each round was like playing 8 dice of the best action. Each turn of the last battle I was gaining 16 defense and dealing 12 daages to all enemies, litterally destroying them. I think you could balance it with the concept of rarity so you can have strong actions that are rare, or in small quantity. That way your may also have a better interest in placing them in you dice to optimize your actions
- Finally I think the gameplay lack of variety as most actions are counters of others action: defense and heal against attack (in some sense they're like two separate life bars capted at 20), fire against block. I think this is what makes the game so easy because there is no surprise or need to adapt. Once you have your strategy set up you can follow it and the game become brainless
Anyway that was a really pleasant experience. Thanks for the game :)
Hi @Argos_Rumpwhistle, thanks for your feedback.
For an offline local use, I plan to make a desktop version of the app.
For the addition of functionnalities, I try to keep the format as much consistent as possible so it doesn't add more complexity. So if you don't use it, it shoudn't be to much of a bother.
I was planing to add music support but the thing is, when you complie you currently insert everything into a single file, pictures included. With larger file I fear it to become quickly a size problem...
I'm a bit confused by what you say about decision tree. The tool already allow to make choices. But maybe I'm missing something ?
Hi, I started the project as a way to learn to program in many different technologies. For the same reason, I decided to create different versions of the herobook engine with an increasing complexity so I could progress over time.
I tried to make an "advanced version" where you play by typing commands in a prompt, but there never was a release.
This is why the simple version is currently the only one available.
Thanks! I played and didn't see any lags. However the wheatfields where invisible and I could only see them through the harvest animation.
Also I found the point system a bit wierd since it's very hard to get a few points with a park (less base points than a house and tree only gives 1) where I could easily get lots of points with wheatfarms by placing them in big chunks. So, in some way I felt there where more rewards on the easy tiles than on the ones under constraints.
Also, I found myself stuck with only mines but no places to exploit it so I had to place on a dummy spot and remove it instantly to get rid of its negative points D:
But that appart it was very fun to extends a city and watch its name grow over time. I also liked the littles animations that gives life to the place :)
Thanks for making this game and good luck for your plans!