Nice small RPG. Characters on the right side confused me for a moment, as I attacked my own party member on the first move:) Also I would like to see (somehow) the enemy stats all the time, but not just when I choose who to attack.
Hypnotriod
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I like the game in general. But imho it is a bit imbalanced / too random:
* To beat the first level boss you would need a few re-runs, until you get a good gear drop. I would suggest to make dungeons bigger with more loot, monsters, maybe with some gear shop.
* At some point you are getting in a stalemate with the boss - no one can roll dice high enough to breach the defense.
* Low level monsters do not scale up as you advance through dungeons. So no challenge.
* I beat the game without facing any magic combat.
Also some small improvements from my side:
* Show the HP of monsters.
* A more pronounced inactive state for buttons (e.g. in a store when I can't buy an item).
* Hold arrow keys to move continuously (0.5 sec delay should be enough).
* Speed up the animation of displaying attack stats. Each row appears like after ~1 sec, so it takes about 4 seconds in total just to reveal it. Slows the battle significantly.
* In the loot popup show the item stats. Otherwise it is a bit of a gamble to swap gear (or maybe it was intentional).
Hi, thank you for your feedback!
"...to know what rooms we are currently in..." - It actually shows the dungeon name as well as the dungeon level.
"...is this an auto battler?" - The game description is actually saying like "turn based RPG" of some sort. Also there is the brief description for each game phase, like "place the character, click the READY button, select the weapon, attack the enemy, etc"... So I don't know...
It is some sort of DnD'ish type of system, with stats, attributes and all that stuff. So the tooltip with all that information is kinda important.
But anyway, in case of this project it is just a prototype, not a real game. More like an engine showcase. So the UI and graphics are more like placeholders here. I tried my best :)
Overall game is fun to play. But it lacks the visual feedback:
* Highlight the target with a red outline.
* Show the aim beam, otherwise I can't tell if the target is in sight.
* Show the path a unit tries to follow. Highlight the place where it is trying to go.
* If the unit sees inside the building - remove the roof.
* Unit turns around annoyingly slow.
* Improve the AI.
* Pathfinding needs to be improved. Both are stuck here trying to evacuate:
Thank you for the feedback!
It is a little bit of min-maxing, risk taking, grinding type of gameplay right now :)
But solo is hard. I'm going to add the mercenary feature which should improve the balance a bit.
The shop, quests, jobs and dungeons keywords are highlighted just to give some directions to the player. I don't know what else I can add to that. The active character is the one with the purple'ish tint. But yeah, I'll think about it...
Good game concept and visuals!
More power-ups, levels, etc.
IMHO I would duplicate Q aiming with the Right Mouse button. Due to a problem with the keyboard matrix scanning, when you already holding down multiple WASD buttons, and it doesn't want to register another one.
Also, when the attack gauge is empty and I press the Q button, I would prefer to have some kind of animation + sound to show that the attack cannot be performed right now.
Short game.
The lit floor tile is the same color as unlit wall. so it is confusing imho.
Also I would suggest to use hotkeys for attack/potion/flee, as user is already using the keyboard.
The King Boss is easily reachable and beaten if you avoid most of the enemies and collect all the potions/gear.
I would suggest you to add enemies movement. So they might chase you if they see you.
Cool game! Quite polished already. And it has a lot of stuff. I'm definitely going to spend some more time in it.
The white scroll bar is breaking an immersion though. scrollbar-width: thin and scrollbar-color should do the trick for the modern browsers. And I would add user-select: none to all of the text blocks.
Sorry that I can not add much. I like how all the components of the game are thought through.
Funny enough but the MS Edge does it's weird stuff. Eventually it did load.
No issue with the Chrome though.
But anyway I'm seeing these errors in the console:
ERROR: Attempt to open script 'res://scripts/ProgramManager.gd' resulted in error 'File not found'.
ERROR: Attempt to open script 'res://scripts/pause/PauseManager.gd' resulted in error 'File not found'.
index.js:467 ERROR: Failed to instantiate an autoload, can't load from path: res://scripts/pause/PauseManager.gd.
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