Cheers for notifying me!
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I updated my game when I realized I never made an announcement here. So here it goes:
Are you ready to fight monsters, crawl dungeons and hoard treasures? Then take the Path of Adventure! Accept the world’s greatest challenge and be the first to defeat the odds!
Words and choices
This is a game of words and choices. Enter a world of fantasy and decide how you want to act. Will you explore the ancient ruins? When to use magic? And what to buy from the merchant?
But don’t let the text fool you – this is a true game! It features:
- Turn-based combat
- Procedurally generated dungeons
- Loads of weapons, items and monsters
- 5 unique playable characters
Easy to learn, hard to master
Never played a game like this before? No problem! Just start with the tutorial and continue your way. The intuitive interface will teach you all you need to know. But be aware; this game is a real challenge and requires wits and tactics to win!
Path of Adventure is optimized for screen readers; thanks to the help and support from the community of visually impaired players.
Hi Choral, thanks for playing the game and leaving a comment!
Partly, the game is about dealing with those random dangers and situations; about to prepare for the things that could happen. But I understand it can be a frustration and it's true, the RNG can be working very much against you. My best shot at helping you, is pointing at a guide that an enthusiastic player has written. It's full of tips and tricks that will help you beat Easy in no time :)
You can find the guide here: https://forum.audiogames.net/topic/27589/the-unofficial-rogues-adventuring-guide...
I'm also going to share some of those tips inside the game, as to allow more players to beat the game. This will be part of an update I'm hoping to release soon.
Hi Ripple, I want to thank you for playing and providing feedback by adding your name to the credits. Please let me know if you'd be OK with that and which name I should use. You can also drop me an email if you want: jordin [at] keeweed [dot] com
Wow. That's a lot of feedback :D Let me go through it!
- Just 1 XP
- I welcome all feedback about text and language! As I'm not a native English speaker, I reckon there are loads of grammar mistakes :(
- Ah yes I made some changed on that part
- I don't think I've changed that, so yes, probably RNG
- I think I've lowered the chance for that, but yes that's a good start right :)
- Yes, that would be optimal, but also limiting the choice space. I think I like a bit of randomness there. I've made sure that at the first merchant you can always get the 2 weapons you didn't get. So that soothes out the RNG a bit.
- Thanks! I hear that from more people. Actually I have a story on the backlog to add a quest notebook or something, but I think it'll have to wait...
- That's a great tactic ;)
- Ah yes, I've had this comment before. I understand its a nuisance, but I also like it for the clearness it gives. I'll have to think about this one...
- I'm trying to tune down the amount of enemies a bit, that will hopefully save weapons as well.
- Glad you like him!
- I agree the end boss could be a bit more climactic. Thanks for those suggestions, I'll think about it.
- I'm going to tune down the snakes, because I think they are too hard as well. I'll probably turn down the amount from 2-3 to 1-2 and lower their life a bit. And yes, I use that same tactic as well. Got to love Elixirs :)
- Yes it does :)
- That's weird. I checked it here and don't see anything suspicious. I have changed it so that the icon only shows up in the inventory, though.
- I agree that's a bit out of range. I'll change it back to 8.
- No, apart from the stats and the ring the game is the same for each character. I'm thinking about changing them a bit, though. I'm thinking of making the first character a bit easier (give him 15 life probably) and then make each character 1 step harder.
Thanks a lot for playing the game so much and leaving all these notes, RipplePoint! I really appreciate it! Gives me a lot of insight on how easy/hard the game is and where it can be improved. Cheers!
Yeah, I was thinking about lowering the difficulty by means of monster drops (maybe each boss drops an Elixir of Growth...?) or increase the stats for the first character a bit. The monster stats will stay the same, I've already spent too much time tweaking them anyway ;)
You could be right about the resurrection IAP. But since I've already implemented it and don't see any harm in leaving it in, I'll push on with it and see what it does. My initial idea was to let the player buy credits and have more of these kind of small services that cost only a few credits. Permanent unlocks might be a good option too. I'm just a bit scared it will turn into a pay-to-win model which I want to prevent.
I hadn't heard of BuriedBornes, but I just watched a video and it looks very interesting! Thanks for dropping that. There're not that many turn-based RPGs like this so it's always interesting to see what game designers come up with. About Path of Adventure, I've worked on it for 7 months now and I'm running out of time (and food :P). So I'm putting all the things I want to try out on a huge todo list and release the game pretty much as it is (I'm still adding a couple of events and stuff like that). I think PoA was a good first shot for me at making a text-based game and I've learned a lot from it. I will update and support it for a while, but save the bigger design ideas for future games. I have already got some cool ideas for other games like this. For example, I'd love to ditch the linearity of the path and make it more like exploring a world.
Sure, I'd like that! I'm sure there's a lot of room for improvement, as I'm not a native English speaker. If you drop me an email we can discuss it: jordin [at] keeweed [dot] com. Thanks!
The continue/resurrect option works only once, but can be bought multiple times. I understand why you don't like it and I like the perma-death aspect of the game a lot too. It's just that I'm experimenting with this whole IAP business and this is one of the ideas I had. Sometimes you just make a stupid choice and wish you could get a second chance. Also, I'd love to hear your ideas about IAP's or the game! I can't promise I'll add them in though, as I'm wrapping up the game for the Android release at the moment. But please do share 'em :)
Wow, 30 runs, that's a lot! Glad you like it! I've heard from many people that around the second boss it gets really hard, so I'm going to tune that down a bit there. Ideally, you'd finish the game after a couple of runs and in that way unlock a new character that's a bit harder to play. It should be challenging for sure, but not feel like it's impossible.
Thanks for commenting!
Yeah I will tune the characters some more and make sure there's some difference in difficulty there.
I could of course show the hit chance in all circumstances, but I kind of like to keep things as simple as I can. I'll ask around and see what people think of current presentation.
Thanks again for your input Ripple!
Hi Ripple thanks again for your reply!
It's true, the other bosses are just different stats, but that means you'll have to grow your character differently and gather other gear etc...
From reading this and also hearing other people's comments I think the game has become a bit too harsh. I have played with the idea of an easy mode, but I'd much prefer the game to be better balanced in the first place. Also, an extra mode means a lot more testing and tweaking. I want to try to make the game's difficulty rise with the subsequent characters that you unlock when the game is completed. So the first character has a ring that makes the game simply easier to complete than the characters to come. That might work, although it feels a bit weird for a new unlocked character to be less strong...
Oh, another thing, I've followed your earlier comment and clarified the speed stat somewhat. During combat you now see the hit chance for each weapon whenever it's below 100%. I think it's an improvement. Thanks again!
Hi Mono, good point! I should definitely do that! What happens is, your full life is restored and poison is cured, then the game continues like nothing happened. But I agree that's not clear at all.
Hello, I have a question about browser/HTML games and downloads. I have configured my game Path of Adventure as a browser game, meaning the .zip I uploaded is extracted and served to players and played in their browser. So, looking at my game's page, there's no download button whatsoever. Yet, the analytics show that some people have downloaded the game anyway. I wonder how that's possible? And is there a way to prevent it? I mean, I understand the browser has to download the game to show it, but there's a difference to that and explicitly showing a button to download the whole thing as a .zip.
Now that is some feedback! Really amazing and I thank you for it RipplePoint! It's always a huge motivational boost to learn that people play and enjoy the game and recognize the good parts. But it's way more useful if people also express the weaker and frustrating parts of the game and you managed to do both. Thanks again.
Congratulations on beating the game! You are one of the few as far as I know. Do you think the Hydra is easier than the others, or was it a matter of chance that you happen to beat the game against the Hydra?
Yes the game is quite tight and maybe a bit too unforgiving indeed. I find balancing the difficulty incredibly... difficult. It's like walking this super thin line. Make it just a tiny bit too easy and people find it boring; too hard and it gets frustrating. I think that the turn-based nature of the game has a play in this as well (you have until eternity to decide, so the decision must be difficult in itself to create a challenging game). And of course the randomness, because that's hard to control. Nevertheless, I will try to make it a bit easier at the start and maybe a bit harder in mid-game.
Aahh the speed stat. How I love and hate it at the same time. It works pretty good I think, but it's so hard to communicate. Thanks for sharing your experience about this; I will see how I can clarify it. Another balancing act is to show just the right amount of information to not scare away new players, but to also include everything that's needed to fully understand the game. With speed I might be holding back a bit too much. In fact it works the same as the dodge chance. 1 speed less in attack is about 25% dodge chance for the enemy, 2 35%, 3... 43% or something. I found that a linear graph didn't work very well here.
You're completely right about the mid-boss warnings. In fact, I'm about to release another update that already addresses these points! The warnings are now incorporated into a bigger story line and are given for free. Distance wasn't very important and is now only mentioned as a detail. It only changes as much as a day or 2.
The rings and characters were implemented but I had to push the accompanying character menu and other logic to the next (this) update. There's however a chance of finding a ring in a dungeon or ruins.
Again, thanks a lot for your feedback Ripple. I very much appreciate it! And if you want to comment on this or have any question or remarks then please do :)
Hi aksfo110400, thanks so much for leaving that awesome review! And sorry for this awfully late reply. Glad you liked it! Isn't using your imagination awesome? :D
The repetitiveness is definitely something I'm working on now. It's a matter of adding content; items, monsters, events. I'm about to update the game again which adds a lot of that. Bloody snakes, right? Haha. Right now there are 2 ways to deal with poison and the update I mentioned adds another. And I have an idea for yet another. Ah, so much still to do. Gotta get back to work!
Is it possible to show an email address as a link on creator profiles? Like it is done with twitter account for example. If no, would it be something to add? Another link I'd love to have there would be a Presskit() link. I really like the profile page and I'm thinking about dropping/stripping my custom website in favor of it, but these are some of the things that keep me from doing that.
Yeah right, who likes tutorials? But maybe just introduce them as a part of the story. Some character or item that grants you these powers or something. It's just that the whole experience was so smooth and cozy and then the fight started and I was like 'oh crap this is serious and I don't know what all these things do.' But if that's the feeling you're after, then you've got it ;)
I love it! The style, the gameplay, the dialogues, the touching story. It's all good!
I felt a bit overwhelmed with the battle interface at first. Maybe the magic powers of the characters should be introduced first?
Keep this up!