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Martin Nerurkar

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A member registered May 28, 2014 · View creator page →

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Recent community posts

Thanks for checking in! I've already mentioned this in the discord, but just for reference in case anyone has a similar problem just now:

We've made some backend changes to our domain setup and that unfortunately broke some parts of our e-mail setup. I've recreated the things to the best of my ability and rewards@nowhereprophet.com should be back up. If you're having problems feel free to reach out to me at mnerurkar@sharkbombs.com.

Hm. I tested out your save game with the current build but did not get any issues. Probably because I made an update to the save game recently and that should have fixed it. 

I tried it with the build from a few days ago and had that issue with your save game so things look to be fixed. 

Yeah, if the game is successful I'm hoping to spend some time working on a larger content update. 

I also thought about a contest like you suggested but to be honest there's not enough community activity for this sort of thing yet. It would make sense once the game is properly out and has found some fans, that a contest like that could be run for the first larger update.

Hey Daza,

thanks for your questions. 

1# I hope a lot. There will be starting convoys and starting classes to unlock, cards to find etc. etc.

#2 I'm afraid that's not going to be doable. I'm a solo developer and adding any sort of editing or mod support is just beyond the scope of what I can handle without going crazy. I'm already dancing on the edge ;)

I hope these help. Let me know if you need to know anything else!

(Edited 2 times)

Thanks for the note .I'll try and see if I can reproduce this and find the issue. I have a macbook so I can try to see if hibernating and then force quitting triggers it. In case it's more specific: Do you remember what you were doing ingame as you force quit? 

This looks like a broken save game that looks like it can start the game but can't. I may have to see if I can catch that while loading and throw you to the error screen instead of this broken screen. 

Edit: Oh also, if you haven't yet started a new game - if you can send the save game, that might help me narrow it down!

(Edited 1 time)

On one hand it makes a lot of sense, on the other hand it's crap considering you don't have a lot of control over your collection and you'll end up frustrated if you have to feed some boring ass common followers you never want to use.

If you could get rid of followers that would probably be less of an issue but I'm not sure I want the player to. It's so very counter to the theme of the game.

Remember, Inkie, you're not the default user - far from it ;)

(Edited 1 time)

Yeah, I get where you're coming from. In fact Janosch is right: There's a slight increase in cost for more followers, which is sort of weighing against having more people in your convoy, while narratively you would want to have as many followers as possible.

I still plan to revisit the entire food/hope economy and rebalance it. I might just take out the increased travel costs then. 

The ability to sacrifice/spend/lose specific followers you suggested is cool and theoretically possible but it's a huge feature at this point so it's just not going to happen. I'm trying to focus on polishing what I have instead of adding more. There's already more than enough to do.

However I've got something like that built for the event system though: it sometimes picks specific followers that you can then "gamble" on options. However that's on a very small scale and not really able to solve this problem.

I'll think on it.

Created a new topic Combat Scenarios


So, as you can read up here on the Nowhere Prophet Blog, I've improved the connection of events and combats. There's a bunch of new options available now:

  • Decide which team starts the combat
  • Make the enemy team start with some wounded units
  • Define the grid-size
  • Spawn specific obstacles on the grid
  • Pre-Spawn units on the grid
  • Add buffs to either leader

Now the next challenge is to come up with some interesting scenarios based on these options.

Here are a few examples:

  • If the enemy ambushes you, they start first
  • You can trigger a rockslide on the enemy forces, meaning some of them are wounded when combat begins
  • You are pushed into a tight area and some of your lanes are completely blocked with obstacles
  • You are assaulting an enemy stronghold and your grid only has traps/hazards placed by the enemy
  • You are defending a key item (unique obstacle) that, if destroyed auto-loses the combat for your side
  • You are trying to grab a key item (unique cache) that, if destroyed by a follower auto-wins the combat for your side
  • You end up in a fight during a sandstorm and both leaders start with a buff that deals damage to them each turn.

And I'm sure there's more where that came from you, so what can you come up with?

Yeah, Tribal Striker not triggering is definitely a bug. I'll have to see if I can replicate that. A log file - or being able to clearly replicate it - is generally a good way to a fix. One suggestion: Did you not kill a follower? I don't think it triggers on obstacles or constructs, only on followers, and the card text may not reflect that. That is obviously a bug.

Also yes, the attack situation: You're not the first person to suggest this but it is a major change. I am pretty happy with the way it plays right now but was planning on trying that out to see if how that feels. But right now there's more important things to deal with first.

Posted in Dev Update 002

happy to hear that! Let me know how you feel about those changes!

Created a new topic Dev Update 002

An overview over the first few weeks of Early Access and a look at the upcoming patches this year.

please do! I'm looking forward to it. 

Also: Exhausted means the unit can not act, Refreshed is the opposite of that.

(Edited 2 times)

Correct, as long as there's no unit in front of them you should be able to attack.

I'll double check that progress-tutorial issue. That should not happen - or rather the Tutorial SHOULD happen.

EDIT: Yeah, that's in fact a bug. It deletes the progress file but doesn't clear the progress in memory, and then saves that again when starting a new game. A workaround is to delete progress and then quit the game. Starting it again there will be no stuff in memory and you can start a brand new game. Sorry about that. Will be fixed in the next patch/update.

(Edited 1 time)

Thank you for your feedback. These may be things I need to make more clear. I am thinking about a help screen that explains the keywords and everything. That's a bigger feature to get right though. 

You can however redo the tutorial by going to the options and deleting all your progress. That will restart it.

And positioning: only the units that are first in their row can attack/be attacked

Oh, I forgot to reply: I've gone over the feedback and here's my thoughts:

REWARDS:

Yes, they are a bit too low in the beta. I've adjusted them upwards some and may do that even more. In general the resource economy needs a definite balancing pass. I'm planning to do that for the next patch. Resources and equipment.

ENEMY HP:

All beta-enemies having 20-30 hp was in fact a bug. That should be fixed now.

AI NOT HITTING FACE:

There's definitely some room for improvement on the AI. It's not a priority at the moment though. And you're right, the AI used to start with 4 momentum, which it no longer does.

FOLLOWERS DIEING IN EVENTS:

Yeah, that can be a real bummer. I do like some harsh punishment now and then but there may be a bit too many events like that in there, especially those travel-disasters that you have little to no control over. That's just unnecessarily harsh.

yeah, that one's on the list for the next update!

Posted in Feedback

Hey Helix! Thanks for the extended feedback.

And Inxi, thanks for your replies.

Inxi is pretty much spot on: Some of the things you've mentioned will be addressed in the next patch (15th Nov is the current tentative release date). That will also include completely overhauled enemy decks with fewer direct damage cards in there.

Other things I want to look at in the future are:

  • Removing cards from the leader deck (most likely in a permanent "unlearn" fashion)
  • Rebalancing the entire economy (food, batteries, hope)
  • Change the way followers are lost in events. Currently there's a few events where you just flat out lose X followers. I want to generally changes those more into "some dudes take wounds" and balance the follower selection on "you lost X dudes" to pick non-rare, non-legendary non-in-your-deck dudes first. There will - most likely - be no "select which followers" because that's going to be a huge feature with lots of UI. I have some cool ideas here (such as sometimes sending in the good dudes for a better chance of success frex) but I would much rather concentrate on aspects of the game that are more important.
  • And lots of other little things

And that's it. If you've got more questions, let me know! Again thank's for the feedback, thanks for playing and thanks for buying the game. I'm happy to hear you appreciate it. I've been working on this for a long time and it's really nice to hear that people enjoy the game, and to see that they enjoy it enough to take the time to write down their ideas and concerns.

This thing is going to be awesome by the time it gets out of First Access! I hope you stick around for the journey :D

(Edited 1 time)

> Consumables

Yeah, I want to celebrate that sharing some more, give it some narrative weight, but I don't yet know how to best do that.

> Help / ?

This is not working as intended, even when an older version featured overlays for many of the screens. I think a simple help screen with some text explanations might be more useful, but that doesn't need it's own icon and could be accessible via the pause menu. And that's another feature / lots of content...

> Wounds

Current Beta: Units can suffer one wound. While they are wounded they spawn with -1 Health. If they die while wounded, then you lose them forever. PERMADEATH!

Replied to ColeWunderlich in Regen

Yeah, but that makes things a lot more complicated and needs a remaining-regen count displayed somewhere. That makes an already unusual ability even weird, so that's a no-no.

Another idea I had was that once a follower regens, they are auto-stunned. Which means you can keep them in a stun-lock or just attack them without fear of retaliation until the enemy is out of momentum.

Yeah, right now I'm pretty particular to the "after a certain point adding a card means removing a card" solution. Maybe that's every second level, or maybe it's a fixed card number (which I'm not too fond of though). I'll think on it. 

Or maybe as you level up you get "learn" and "forget" points (maybe not at the same rate). And you can then spend those points to learn a card (costs batteries) or forget a card (costs batteries too) as you want. but that makes the interface more complicated...

Replied to ColeWunderlich in Regen

Leader cards and effects that simply destroy (for example Posion) already cancel out Regen, but it's still pretty powerful in the current version. However I'm not sure if specific cards that interact with it are useful since there's not that many Regen followers in the game.

Posted in Combat Caches

Caches do have a chance to drop a larger chunk of food, or a better item.

See your separate post for some answers to those questions :D

(Edited 2 times)

Yeah, I've just talked about this briefly in your other post - it's something I've been thinking about for a while.

I don't want the leader deck to be as malleable as the follower deck because I want the one to be constantly in flux while the other one is slowly changed and improved. But an option to trim it down may be needed.

One thing I had in mind (and built, then removed) is that you can go to a teacher to either learn a card or forget a card. But this sort of double-use of that location did not feel good. Maybe there needs to be another location type where you can simply forget a card? But that may add too many different locations. I'll need to think on it.

Edit: Another option would be that whenever you learn a card, you also discard a card from your deck, so you stay at the same card count, but replace old cards slowly. Not sure how much I like that, yet. Just brainstorming here...

Awesome! Thanks for all your feedback. And great to hear you cam via Splattercat - I was really happy to see him play the game. Listening to his narration of the game was just so much fun!

Pros

Really happy to hear you're enjoying the game so much. Thanks for taking the time to write that down!

Cons
- Poor tool tips for opponents units.  

This is an obvious lack. In fact it'll be fixed in the next major version. I've already improved this but am also doing some larger scale content & balancing changes so I'll give that on a bit more to marinate. The current release date for v0.11 is mid November.

-Lack of help in general.  Outside of the tutorial there is no explanation/reference for game mechanics to be found.  An in game glossary and the ability to replay the tutorial would be helpful.  One thing that is still unclear to me is if a larger convoy size causes increased food consumption as you travel.

It's tough to find the right balance between too much and too little help. If you've looked at the UI there's a small "?" icon on almost all screens that should give you context help for the current screen. It isn't supported on all screens and people don't seem to use it at all. I am thinking about adding a sort of lexicon/glossary but there's so many more important things to deal with at the moment.

As for food consumption: yes, it does. I think the only place to learn about that is the tooltip on the food in the upper bar though.

-You can't use consumables unless you are at certain locations. 

It depends on how you view using consumables. In my narrative it's making camp, sharing the items with the convoy and finding a moment to relax to increase your hope. You need a safe place to do this.

-No sell value displayed for non-battery goods

Yeah, that's on the list as well. Might not make it into next version but should be available soon.

-No retreat mechanic for the player.

Yeah, I think you have also suggested that in the Bugtracker. I got to say though: No plans for this, at all. There's two main reasons: Firstly I don't want to add any more features right now - but rather focusing on making what's there work well. And secondly being able to flee would mean a lot more narrative content as suddenly every fight needs to have a narrative option for fleeing (or some fights should weirdly not allow you to flee etc.). And that too just isn't in the cards.

-First battle hangs/crashes which kind of ruins the initial tutorial.

Yeah, I just noticed. I've checked it out and should already have a patch out that fixes that. Damn, how that one could slip by me I do not know.

-Regeneration

Yeah, that's something that will be addressed in the next update.

-Unable to edit learned leader deck

This is something I'm still mulling over. It's important to me that the leader deck is a lot more static than the follower deck. I don't want players to feel like they have to constantly fiddle with both decks before each fight. But I am thinking about being able to "forget" cards.

Misc

- Unit Wounds

Yeah, that is also changed in the new version - each unit can only take one wound. And once they have one, they start play with 1 less health. That makes things a lot clearer and deadlier. Which feels nice.

-Weapons/gear seemed to have a minimal impact on gameplay later in the game.

That's a good point. I think I may need to think about find some solution to allow you to "forget" cards permanently. But that will not get into the next patch. The one after then :D

Thanks for the nice words and the feedback. I'm happy to get your input and it's great to hear that you're loving it :D

Deck Builder hover

I actually thought about that too. I started redoing the tooltip for followers on the board so you can see the actual card, and did some research on other card games and experimented a bit, and turns out it is a lot more useful if the card does not cover the cursor area but rather appears to the side. So I added that and voila - massive improvement. I'm probably going to straight up add that to all the card tooltips.

Deck Builder remove / add

Yeah. I've noticed this isn't ideal. It's something I can clearly see whenever someone is streaming the game. I'll have to see what I can do to improve this. 

Difficulty & Resources

As Inxie mentioned - this is really player dependent. I think the game needs a better difficulty curve in general - easier in the beginning and a good ramp up. At the moment the enemies just aren't balanced as well as I'd like. And the resources are another thing. I want the game to be hard, so there will always be a degree of randomness to your food stores but the general economy needs some work..

There is also the idea - which is on the "nice to have" list - to add a selectable difficulty. That would probably influence enemy strength and resource gain to be somewhat acceptable to balance.

Enter Combat Crash

I really need to look at this. The key issue with bugs like that is reproducing them. As soon as I can create it on my machine I can look at what's broken. Alternatively a log file is always helpful, so if you run into the issue again, please do report a bug with the log file. Note that you'll have to do that immediately after closing the game. Opening it again will overwrite the log file.

Tablets/Phones

The quick answer: Tablets are very very likely but will take a while. Phones are not going to happen unless this thing blows up so massively that it's worth to invest the time and energy to completely redo the interface to work on a smaller screen.

Also here's a quick Twitter thread on the topic: https://twitter.com/mnerurkar/status/921810718114148354

Yeah, it's funny how much a tiny thing like a tooltip can actually affect the experience.

(Edited 1 time)

Yes, first impression feedback is really valuable. It's not something you get often.

Also regarding the crash: from the sound of it it's something that happens when the combat wants to start but for some reason it doesn't. A log file would be helpful but that's reset every time you relaunch the game so don't worry about it. Should you run into another issue though it'd be very helpful.

I'll just have to sit down and try the start a bunch of times to see if I can trigger the crash. As soon as I can reproduce it I can usually fix it. If I can't it's really hard to pin down what caused it in the first place.

(Edited 1 time)

Soft Lock

Yeah, that should not happen. I noticed the same when watching Splattercat's video. His tutorial was slightly out of whack because he had some crash he mentioned briefly. I will have to double and triple check this. Crashes shouldn't happen, especially not this early in the game.

Tooltip Timer

It is currently set to 0.75 seconds but will be reduced to 0.5 seconds in the next major update. I am also considering shifting the display of the card away from the pointer.

Follower Stat Colors

There really is no way to do this "right". I had it as red = attack, green = health but people kept complaining. In the end I looked at Hearthstone, considered them the market leader and just took colors that were similar to theirs. Still I decided to add icons to the cards themselves to make it clearer.

It seems that the yellow/red color scheme works for a lot more people than red/green ever did. Plus it has the added benefit of still working for red/green color blind people. 

So: I know where you're coming from - it's where I started out, but I'm not likely to change this again :)

And lastly: Thanks for your feedback! I hope you enjoy the game. If you have any questions or need anything else, please let me know!

Created a new topic Combat Caches
(Edited 1 time)

In some fights you can find caches of equipment, valuables, food, batteries etc. I still really love the idea but I'm not sure how well it works. So my questions for you is: How do you interact with the caches?

  • Are you generally trying to go for these?
  • Or are they more of a side-note that you'll get to if you can spare the action?
  • Or did you never even notice them?

Edit: I am also considering extending the caches for some that may be harder to destroy but that grant Mindset points.

Yeah, it should be available freely during the early stages of First Access - or at least be available very quickly. I hear you.

As said, I've noted it down. I'll look at it and see how easily it's doable. It is an excellent idea.

Replied to Inkxi in Nowhere Mode

That may be an idea. I'll look into it for the next major update.

Posted in Card Ideas

Hm. A few of these are very enemy specific and might be well suited to equipment. For example something that takes away flying. So far only Rusters have flying so it'd be something only needed in a deck with these dudes.

Posted in Nowhere Mode
(Edited 2 times)

Yeah, regardless of what it's called, it could be something really interesting for players. But it's definitely low on the priority list of things. I want the campaign running smoothly first. Then, on the basis of that, I can think about an endless mode - though that seems to be predestined to be something to patch post launch. I'm thinking it's something you actually have to unlock even? After the first successful campaign completion you can get the endless mode?

But on the other hand, hacking something in there for endless testing might be an idea. But still, I'd like to stick to the game as is for now and concentrate on the content. And the next major release will add another map.

If you want we can chat about the topic sometime over on the Discord. 

And don't worry about the long posts - I'm always glad to get feedback.

Posted in Dev Update 001

Aww, you guys! <3

Posted in Nowhere Mode
(Edited 1 time)

Hm. An endless mode is an interesting idea... 

Created a new topic Dev Update 001

A quick look at what's up and coming for the Nowhere Prophet First Access!