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James Edward Smith

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A member registered May 08, 2016 · View creator page →

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I sorta like how you switched around Arthur and Lancelot as Arthur being the "quest guy" makes more sense to me. Lancelot's new ability seems very appropriate to him as he is sorta like the perfect knight in the legends, but also kinda independent. So I like the idea of him being this constant six that you don't even roll.

But yeah, if you like my idea for Leo then please try it. I think it'd be cool as there is currently no "building guy".

I wonder if Percival could use a buff or not. I was thinking he would always kill one army monster per turn, regardless of if you did one of those missions. He'd be sort of like the balista, but free. I dunno who he would target though (randomly, strongest, your choice, etc). 


Maybe instead every turn, he would remove one of the dice required to complete a fighting mission of your choice?

I sorta wish missions didn't auto complete if I had the right dice on them. I had three fives on the hydra and I still had one more roll left and putting the 5 on the card finished it automatically. But then I rolled an other 5 so I could have killed the griffon. could there be a complete mission button similar to the end turn button from before that actually spent the dice to kill the card and only became active when you had the right dice on it?

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I think that Léodagan needs a buff as does Arthur. I was thinking their abilities could be moved around a bit and changed as such.

Léodagan would make it so that you can use any building (including tavern and garrison) 2x per turn. This could be any building or any 1 building if using multiple buildings 2x in one turn is too powerful.

Since Léodagan would now take over Arthur's tavern ability, Arthur would get a new, different ability. I like the idea of Arthur sort of "fighting along with his knights" and being the deciding factor in a battle or ordeal.  So my idea was that when you have Arthur, he gives you the option to complete any mission that you have all but one of the needed dice placed on the card for already.  So say you have 3 (2)s on the Gryphon, you can use Arthur to complete the card with a 4th "Arthur" dice. Using him this way would remove him as leader (he's now "in the field") and the (3) dice in the leader or tower spot would either go to the round table; go to the tavern; or maybe even is destroyed like when the black knight ability activates if the ability needs to be a little weaker.

I think these would be neat abilities cause this way you have Arthur for missions, Léodagan for buildings, and Lancelot for Quests.

Also, a different ability for Accolon if that other idea doesn't fit is that he could alternately block you from doing one quest or the other each turn. So like, blocks placing dice on the Graal on the first turn, then blocks the other quest on the 2nd turn, back and forth like that.

I play it at home on windows 7, but I have a lot of directX stuff installed because of all my XNA/monogame dev

Heroes of Camlann community · Created a new topic Ideas

https://en.wikipedia.org/wiki/Accolon

Rival who is stronger if you have Excalibur?

I think they still look really similar there, I'd have mission apart from the quests instead of in the middle of them. Like have the quests off to one side, "outside of the castle" maybe.

Maybe Percival should get that power added to his power to make him better or whoever the tavern guy is?(4 I think)
Arthur could grant stars for every so many successful missions, or for any time you use 5 or more dice on a mission, or something like that.

I sort of think the tavern is a weird name for the knight recruitment area in general though. I guess it makes sense--guys passing through town would be at the tavern.

Yeah, I just didn't realize what QUESTS were. I got them confused with MISSIONS. I think they just need to be more clearly labelled/delineated in the UI (I know right now there's only bare-bone presentation . I can't wait to see the sprites for the missing rivals.). I think part of the problem was that in easier modes, there's only one quest: the Graal. So I just sort of saw that as being an action "look for the graal" not that doing so is a quest and there could be other quests. Now that I play at harder difficulties it's more obvious that quests are a category of actions.

Maybe it should look like missions are stuff that's in or right outside the gates of your castle/city and quests should look like it's sending knights away (on a boat even?) and then be clearly labeled.

The Big Wall seems very powerful and since I've started to use it, it's been very helpful. Generally I like to use anything that gets me more rolls or more dice. So Gwen, excalibur, cauldron, etc seem strong to me. I agree that spells feel a little weak to me right now, so Merlin and the spell book don't seem that useful. The market seems very useful as 1-6 gold isn't much to get the exact dice you need. Plus just building the market gets you a ton of stuff which is nice. I can't tell if Percival is good or not, he feels decent if you don't have walls since he can make all your army missions one kill stronger. Also he adds decent defense especially with armour.

Right now the most unbalanced things to me seem to be that Certain villains are way more annoying if not outright harder to face than others. Lancelot doesn't seem that bad to me as I don't use him a lot as a hero. Which ever one takes away one of your dice in the battlefield (I think Morgana?) seems to be the worst one as it straight up prevents you from completing 5 dice missions unless you have something giving you an extra dice (morning star, swords, etc). That seems way more damaging than any other villain like say the Black Knight who just kills one dice when he spawns.

The other big problem is just if you get hard to combat monsters as your first attack wave, that really screws you unfairly--like say Manticore + Gryphon.

My recent decent game. I don't know why, but I try so hard to unlock all the days even though you don't really need them.

Also, I'm not sure the brewery is giving me my gold for guys in the tavern. Do you have to use it on that turn to trigger that?

How come knights called out of the garrison with the horn can't be used for much? What's the point of it, just to get dice back for next turn?

Oh, I get Lancelot now. QUESTS are the graal and Excalibur, etc. I was getting them confused with MISSIONS.
What's Arthur actually do though? Cause more guys to collect in the tavern or something? Or does he allow more knights on the battlefield?

An other question now that I'm playing easy and not beginner.
Easy is a lot more fun than beginner by the way because you get more mechanics.
But, what does Lancelot actually do, I don't get what he does. Seems to do nothing for me. The instruction text for him doesn't mean anything to me.

I really don't like how the order of the attacks from the monsters during the game is totally randomized. If you get attacked by a unicorn early vs the manticore early, how is that fair? It just makes some runs way harder than others. Shouldn't there be certain pools for what monsters can be the first attack, second attack, etc that make sense for how far along you are at that point?

Got my first victory at beginner. I think I'm getting better? It's hard to tell. Killing stuff like the chimera or the gryphon or whatever the 4 of a kind guy is just seems like luck. I've never killed Mordred. Figuring out that finishing the graal quest gets me a lot of knights back helped a lot though.

The behaviour of the tavern seems buggy though, or I just don't get it. Sometimes it'll let me roll guys I get from it on the same turn, other times no?

Ooh I see, you can LOCK dice down so they don't get rolled. Seems kinda awkward though. I'd rather just take the dice off the mission that isn't going to work and then sub it out.

I really like the overall concept as I'm a big board game nerd. I'm not sure I totally get the flow of the game yet though. Getting the right dice to beat big monster just seems like dumb luck. Can you change your mission once you select one, if it's not turning out as you roll?

Heroes of Camlann community · Created a new topic bug

Pressing up to get to the missions and then pressing down got me to a blank screen.

freezing movement after you open a chest seems pointless. Just an annoying feeling delay for the player.

Game looks sick. It reminds me of RCR or something.

Yeah, it works now. What was the problem?


The game seems pretty cool so far. I like the overall aesthetic of it, visually.

One little suggestion, the hitbox on your tail attack is smaller than the size of the wind animation that it generates. This perhaps "makes sense" in that dust would travel farther than the real IMPACT of the attack. But mechanically it feels off. I think it makes more sense for me to be trying to hit people with the dust effect a gauging where it's going to hit based on the sprite of the animation since I can SEE that.

I tried playing the game and it runs at what seems like 10 times normal speed for some reason.

Unplayable.

I'm running Windows 7 still, is this not playable on old OSs or something?

Yeah, it's just in the works for now. I'm working on the first boss right now and I'm going to add more types of enemies and such as I go. I want to have a sort of Mount & Blade style recruitment thing and then you upgrade guys in levels by getting pick ups. But that's all to come.

Hehehe, well what I'm saying is that I appreciate that. My Game Pike 'n Shot is similar in that it's about the real historical concept of Pike & Shot combat and the Spanish tercios, but you fight goblins, dragons and wizards :P

Hehehe, in the actual Robin Hood legend, it's Richards brother John who is over taxing people and whom Robin Hood robs, not Richard. Richard is seen as the true King and when he returns from fighting abroad, he pardons Robin for his crimes.

But I like that your game gets it wrong, it makes it seem more like an old Japanese game that would mix up the names like that.

Also, in reality, John wasn't a bad King and the Robin Hood view of him and his reign are really unfair. Really, Richard was the worse King even though he was "heroic" always fighting wars. He bankrupted the kingdom with his constant campaigns to take over Normandy (where he was actually from). That's why John had to tax the country so much after he took over.

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This game is pretty cute so far, but the controls for this game seem kind of annoying. Why can't up just interact with stuff? Having an extra button for that and then one for shoot and one for jump seems clumsy and unnecessary. My hand is already over the arrow keys, so why not use up to do something rather than add an other button, you know?

It's just too many hard monsters at the start of the game. You used to face a lot of easy monsters at the start - things that ran away, things that spawned more guys, things that dodge you - all monsters that aren't very damaging. Now you have snakes that do a CRAZY amount of damage that you can't even avoid by leveling up or clearing a floor, you stay poisoned, plus bear traps that damage you, plus robbers that can take food or gold bags from you. It's just way too many harder monsters added.

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Between the snakes and the bear trap guys, this game is too damn hard now. I can't even beat the first floor most of the time on normal anymore.

Poison from vipers feels really brutal. I don't know if I understand why it's so punishing.

I feel like if there are multiple keys in the grid, using a key should always use the lowest down one. There has been multiple times where I have had lots of keys on screen, opened the door, and have lost keys on the bottom of the screen. This is frustrating.