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Palandus

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A member registered Feb 02, 2021

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Haven't played it in a while, so played it now. Shaping up nicely, but some comments:

1) Perhaps remove the requirement to learn dwarven to open the big door. Also, if the door was broken, the gears to repair it would be accessed on the otherside, otherwise it wouldn't make for a good protective device, as then you could just bash the hinges and have it fall. Require learning dwarven or dragonkin at the library, for when you wish to pick a race. 

2) Allow dwarven runesmithing to work on improving existing items crafted; ie iron sword, moon sword, etc... to enhance them further... and give more opportunities to runesmith. 

3) Provide more sources of Iron and Mithril in the underground caves, with ways of utilizing them. 

4) Able to craft barding for our dire wolf, fire lizards, and salamander, perhaps? Or more activities interacting with them. Maybe you can only access certain areas if you have them trained, as an example. 

5) Have in the description the effects of each potion brewed with the fairy wings. Maybe also have other opportunities to find the wings too. 

6) Why do we need Ecomancy to have grow cabbages unlocked? I get to make cabbage warriors, but not the cabbages themselves. 

7) If farming is used to create twiglings and remove organic matter from that door, maybe farming should be used for harvesting / cutting down wood as well (instead of Precision). 

8) Each city has an inn that can be visited and you can sleep in it to raise Sleep skill. 

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So tried out the latest downloadable version. Got a bazillion warnings to not download it or use it. I've downloaded other Godot titles, where its just the exe and the data archive, so maybe go with that. 

Plays fine until you try to explore a cave. You get the select screen, and I choose 7 rooms 1 levels. After that... the game then freezes, my graphics card max fan speeds, then my monitors went black, and I thought for a moment it was about to BSOD, when the game crashed completely instead. Then things calmed down. 

Also exploration felt much weirder. I didn't start in a town, I had no followers, and kept finding small xp with gold and xp spots. Though, it should say gold OR xp, as you can't choose both... for reasons. Also, text was a bit too large and didn't fit inside text boxes that well. 

Everything felt like a downgrade. Why did you go with this direction?

Tried it again, some notes:

-> Way too many enemy bullets. Unlike the listed games, who gives the ship a small hitbox, our ship is the entire hitbox, which makes it quite unmanageable at points. So the game is more akin to Raptor/Demonstar in terms of hitboxes, so maybe do the same for enemy counts and bullet counts.

-> Orb is useless.

-> Flame is pretty but also useless. Have to get way too close to use it and its too easy to crash into an enemy and kill yourself.

-> Flame and Vulcan shots overlap, so I'm not sure if Vulcan was working. 

-> Beam seems to be pretty useful.

-> If you move your mouse too far to the left or right, the game loses input control until you move it back. This can result in taking hits unintentionally or when the mouse returns, your ship then moves too fast and into an enemy and dies. 

Tried it briefly, some notes:

-> Extremely hard with no meta progression yet.

-> Nuke has a lot of trouble hitting targets and its blast radius rarely hurts anything. 

-> 2x Auto-Lock doesn't mean you get two targets or two beams.

-> Freeze wears off too fast.

-> Rockets do like almost no damage by Stage 1-3. Same with your basic attack.

-> No sound effects at all, and button on main UI doesn't add/remove sounds. 

If I do well in this game, will it unlock a code that makes Midnight Idle easier :P

Is the holy path activities started by turning in the Necronomicon?

Fair enough. Will just have to wait then :)

Thanks for the reply. Will give it another whirl, when the update drops. 

Wishlist usually is nearer the bottom, as people naturally gravitate to clicking the topmost button, which usually is Play/Continue. 

Also might want to shrink the size of the glowing sword guy, as it looks really pixelated and in serious need of Anti-Aliasing. 

Will the Next Fest demo tell the player that if they want to continue, to download the Itch version? I can understand not wanting the demo to go on too long, for a first impression, but it might be nice for those that enjoy the Next Fest demo, to know there is more content available.

Is that because there aren't any secrets, or the secrets are so secret, that most people won't get the reference?

Oooh, new update. Will try it out soon.

Okay, I'll give it another whirl in about a week then. Happy devving!

How goes devving?

That is why I only attempt bosses at level 4-5 party level, unless I have most gear slots filled with blues at least. Then I might attempt a boss fight. However, the deeper the floor, the harder the fight, so keep that in mind too.

Don't forget to update the URL too! 

It shows up as https :// milopanta . itch . io / kleroo (added in the spaces)

Just so you know, if you click "View All by Dweomer" the game is still called Kleroo in the cover art. Its also still called Kleroo, when you hit the Play button, though I'm sure that will get addressed with the next build. 

Noticed today the name change. 

I was wondering if goblin keep was a typo :P

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I had three perks that said that it applied party wide, and my last character had +15% critical chance. Though can't confirm if that is applied, as you don't have critical chance listed on the character sheet. Nor for dodge chance. 

Each party perk I had once each. One was supposed to give greater defense. Another greater dexterity. And last one was like +15% damage party wide.

Fair enough. Good to know. 

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Some further feedback:

1) Graveyard level 6 is too hard. I've lost 2 well geared squads to it, and only completed it once... and barely survived. You really do need a level 7+ party to do it, but you can't do graveyard at level 7+. 

2) Party perks are definitely not being applied. 

3) I'm not sure Dodge is being applied. Even with +20 stat, and I think dexterity is used for it, and its at 31, the character still regularly gets hit, and not actually seen them avoid damage entirely. 

4) I think defense isn't reducing damage completely, as I have one character that has like 40 defense, and regularly takes 1 damage hits. 

5) If you have too many loot items, you cannot select the middle two characters, to see if they need any upgrades. Usually a result of doing Gobbling keep at depth 5 or depth 6. 

6) Too many rings at Emberforge generate with low rolls, despite appearing to be rare or epic quality. Cost a fortune, but why would I spend it on their low rolls?

7) Noticed with the Emberforge, that each item is generated at a specific tier, with the worst items generated at far left, moderate items generated in middle, and best items generated at far right. Thus at late game, you have to reroll constantly to get epics in far right slot, to have any upgrades. 

Addendum to #4. Definitely don't think these buffs are being applied. Found a character with 2 dexterity, with a team buff, giving them and everyone else a minimum of 3 dexterity. 

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Playing some more, trying out new stuff, noticed these:

Bugs?

1) Hovering over Steam Icon says "Game Options"

2) Clicking either increase or decrease music volume, changes the music track. 

3) The trait "I have +40% strength (min +5) but -15% defense" doesn't work. My character's strength is 5, so unless they rolled 0 strength, this isn't working. 

4) Not sure team buffs are being re-applied as they level up and gain more stats. 

Fun fact: My winning team of level 11 party had two names on this list... Rokas my Tiefling and Jongwoolee (that is 10 characters btw) the blue-skinned Giant. 

Okay. It was fun, while it lasted, but again, if I were to do a longer game, I'd need save/load. Right now, sitting for about 1 hour playing in one sitting is "doable", but if more content was added, I'd need save/load breaks. 

Happy devving!

Okay. You could make it where these rooms have the highest chance for high quality items, like epics or rares, dependent on floor depth too. 

Ahhh

They refresh, but the quality of them doesn't improve. Still finding all the same items I'd find when doing the graveyard. 

Feedback (as promised):

-> Completed the current content, submitted my name, with a severely overgeared level 11 party. By severely overgeared, I mean that I was killing the ogre boss in less than 2 seconds on floor depth 3. 

-> I found it very difficult to find epic quality gear for rings and chest armor. 

-> There doesn't seem to be much value in going deeper than floor depth 5. The amount of scaled difficulty is so high that, you risk losing your team, by trying out depth 6. 

-> Found it weird that the ogre epic sword was only 5-10 damage, as by that point all my weapons were 10-20 damage. 

-> I tended to avoid Potion, Loot, and Trap rooms. They just didn't seem to be worthwhile to visit, even when I was on depth 5 for loot rooms, or even when I was out of Potions. You only get one potion per room, and by the time I need potions, sometimes I'm using 2-3 potions a combat encounter.

-> Really could use a sell all items button. Often I was doing fast runs, to get the campfire progress, and so I'd load up with loot each time, and then have to manually sell each item. 

-> Ogre boss felt easier to fight than the Skeleton boss. Could simply be because I was overgeared though.

-> Earning levels got pretty hard, unless I was regularly visiting floor depth 4+. 

-> Possible cognitive bias: My two lowest hp heroes, always seemed to get targeted by enemies, while my two tankier heroes, barely ever took any damage. 

Bug?

The Emberforge doesn't stock better items, once you get to the Goblin Keep. Thus, you have to reroll it constantly, until you get an epic available to buy. 

Bug?

Graveyard prevents you from entering at level 7. But the goblin keep suggests you have level 8+ heroes. Hope my level 7 party survives the goblin keep. 

Bug?

Loot Room (3 barrels) the loot doesn't scale with your floor. The gold I got from it on floor 1 and on floor 5 was the same... roughly 5 gold. 

New Alternate Paths:

-> Craft Mithril Warhammers = When you have Goblin Brutes, craft these for them. That way mithril is useful to both elves and goblin paths. 

-> Craft Potion of Flight = Using the Fairy Wings to unlock additional gameplay paths that would require you have some way to fly, to reach them.

-> Divine Rites = If you turn over the Necromicon, you can perform Divine Rites on all the corpses you've accumulated, to say train Holy Magic, a new form of spellcasting. 

Balancing:

-> Piercing Needles = should grant say +250 power each time. It takes a massive time investment to reach it (entire wizard tower + purifying the tree) and it takes 50 seconds per time to do.

-> Help Vegetable Vendor = should give 2 speaking per time.

-> Learn Animal Empathy = should give 5 animal handling per time.

-> Ride Direwolf = Have it unlock when you tame it. 

Bug?

If you choose to kick down the door, you still have the option to buy roast chicken. But you can't progress it any further than that. 

Bug? 

Automation categories aren't unlocking for me. For example, no matter how much I Gather Herbs, I can't unlock it.

If its intended to keep just a single attack type (melee), perhaps have different classes that have a different special effect. ie:

Rogue = First hit is a sneak attack, dealing extra damage. After their foe is dead, they stealth, and aren't able to be hit until they attack again. Also they boost loot gain whenever gold or items drops. 

Warrior = They force the strongest enemies to prioritize them in a fight. So in a boss fight, the boss will always target the strongest warrior in the group. They also get more defense and dodge per level. 

Barbarian = Can occasionally rage out, attacking twice in a turn, but reducing their dodge ability to 0. They also attack slightly faster in general.   

An interesting little title. Some notes:

-> There isn't much point to upgrading weapons. Leaving the sector is always preferable and if done fast enough, you take no damage. 

-> Even with maximized weapons, enemy ships still get in at least 4-5 hits, of 4-7 damage. 

-> You repair one hull point per one material used. So any battle damage you take, is basically permanent. 

-> Lots of sectors were devoid of asteroids, enemies, or planets.

-> Funnily enough, I randomly hit sector 145 before I found out it was my target sector. Nothing special happened. 

Some ideas for added activity/changes in early game:

1) Make it so that the first training dummy gives you sufficient power to attack the forest guardian. Right now, you have to do a bit of it and some rats, to have enough. 

2) Have the tavern keeper ask you to deliver a letter to a friend in the city, after you've helped them out. This could then set off a chain of events at the city. Say it allows you to take on postman contracts, to deliver letters to various people and thus lets you explore more of the world, in a different way. 

3) Have the ability to set how much of an activity you want to do, in a queue. So then you could setup a basic run to auto-work on, while you do something else, waiting for the queue to get completed. Would eliminate a lot of the early game redo process, once you've managed to figure out a path for the short-term.

4) Have the option to find the cat of yours a mate. Then get it to have babies. All activities related to animal taming. Right now the cat is mostly there to facilitate taming wolves or for necromancy sacrifice, and this way the cat would have a different role to play. 

5) Have the option to breed rabbits, wolves, and dire wolves. Might need some extra training from the elves to do this. 

6) Have the option to mine extra ores, learned from goblin mining trainers. Then you'd have more iron and mithril ore you could acquire and use for special projects. 

7) Have the option to visit the city that is to be pillaged. Maybe its a special city only available to visit, if you turn in the Necromicon, instead of using it and becoming a Necromancer. 

Could always swap out the lightning bolt for a store that you can buy stuff with your gold you have in your pockets and/or sell other items to. I personally don't ever visit the lightning bolt anymore. Even a double sword encounter, at depth 4 is less likely to TPK my group than that lightning bolt is. 

Yeah rerolling passives feels like a crutch at the moment. Maybe instead the building should be used to upgrade a passive, when you have the rarities. So say you have the common version (self only) passive. Upgrading to party passive costs say 1000 gold. Upgrading to the roster passive costs say 10000 gold. That way the building is still useful, but not in the way it is currently. 

Not a problem. Thanks for the interesting game. As a game developer myself, its nice to find streamlined games and learn to improve my own games.