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Loot Saga

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A member registered Feb 11, 2020 · View creator page →

Recent community posts

I'll be waiting :D

Potato platformers, potato roguelites, potato tactics! What is next on the potato treatment train?

Great game thanks for sharing it with us! 

Made a gameplay trailer using some royalty free music. Let me know what you guys think! 

Congrats on the kickstarter campaign. The latest version of the demo played really well! 

Things I liked:

- The writing is really well done in the latest version. Having a few dialogue options is great and the voicing per encounter was consistent. World text is very articulate and well written.

- The combat balance has gotten better. 

- Selecting map to return to city and returning to the spot you left from is a great mechanic. This plays well because of the slow movement.

- Quests are great to have, the town itself feels like a traditional base of operations.

Nice to have:

- Clickable environment path. I'd love to just click on a location and let my stalker walk himself there instead of holding down wsad.

- Auto end turn if i'm out of cards

- Possibly more stats for my stalker in addition to research perks. I'm imagining something like this:

Strength stat: Can pry open doors / break boxes open

Int Stat: hack computers / mess with machinery

Speed: walk faster

Charisma: Dialogue options

Sense: Extends ring that shows you interactable objects when you get close (sense in general would be great to have less guessing on the main map).


Bugs:

Battle screen glitched to black when entering combat fairly opten. Happens when extending window when in windowed mode too. Fixes itself when tabbing out and back in.


- Minor: Scrolling over required item squishy antler in research, Alien Fibres for example, then scrolling over another research path (chemistry) it then showed the antlers as a required item until I scrolled over that section. It then returned to expected required items none. 

3440x1440 is often not supported in many games so definitely don't worry about that too much. Thanks again for replying with the insight!

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Thanks for replying! 

I went to test the escape button opening the menu and it does in fact work! I had to change my resolution settings to get it work though, my screen is native 21:9 3440x1440 and it doesnt work in that resolution. But when I put the game into 1920x1080 it worked as expected. I also checked the game out in 2560x1440 and that showed me that I wasn't seeing a lot of the bottom of the game when I played it last night. Seems that the 3440 resolution was the cause of many issues including parts of the tutorial appearing.


Also, for localization the 'middle' part of the gun in english is called the Action. 

I also confirmed that in 2560x1440 I am seeing the notebook appear during the tutorial where I did not see it before.

And lastly I noticed that when facing up (W) with a completed rifle it disappears from my characters hands.

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Was playing the demo. Few thoughts

  • Wasnt sure how to exit a training session. Hitting escape or other keys didnt bring up a menu to exit.
  • The arrow continues to point at the table after assembling the rifle, seemed like it wanted something but im not sure what.
  • Trying the general training, didnt do anything in that training. My char just stood still. Couldn't exit b/c of above statement.
  • It would be nice to be able to move around and in between the workbenches.

Thoughts on possible direction:

I can see creating weapons could be fun, like getting into a rhythm of creating weapons to order. I'd like to see it take more time to mill/shape parts of the weapon where the player can leave it in the machine and start setting up different parts in tandem. The current select-menu/instant-build kinda forces you to build one piece at a time. If points/scores are involved it would be neat to be able to think of ways to get a higher score based on thoughtful manufacturing that could change your score based on order/time/combos.


Thanks for publishing the demo Fixel! See you on Twitter