That's awesome to hear Phodis! Is there anything in particular you'd like to see improved or advanced upon? And what aspects of it do you find "epic"?
PTrefall
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Thank you for playing and your honest feedback! Right now the game can spawn with a lot of different combinations of rooms, and sometimes it spawns a room with a trapped Troll. I simply havent had the time to tweak it.
A lot of the foundation is here to do a lot more advanced collaboration between kobolds, and special behavior in each room, but again I ran out of time before I could realize it fully in the game. So this is why that first bridge rooms feels better than the rest, and I think it is left up to random chance whether you get a good experience out of the dungeon oe not right now due to bad balancing.
I'll spend some more time on balance and tweaks to hopefully increase the chance of a better experience. Aiming for Tucker's Kobolds and Jeff's Smart Kobold sets a high bar!
Thanks NorthStateGames! Now let's see if I can find enough time to execute on the premise!
First day is in the books. Weekends are particularly busy these days, so didn't get much done.
- Aria character is in
- Idle animations are set up
- Sword front and back with sprite order sorting based on direction is in
- Eye blinking (the bare essentials!)
In the shadowed expanse of space, the remnants of humanity's last hope drift silently—the Arks, colossal vessels once brimming with life and promise, now lie in ruin, shattered by an unforgiving alien onslaught. Among the stars wanders Aria, a young scavenger burdened by her family's colossal debt to the ruthless Forces of the Motherworld. Her fate, tethered to the debris of the past, guides her to the ghostly husks of these once-majestic Arks. But can she find the heart of the Ark, the artifact that would surely fulfill her debt and set her free?
Thanks again for all your feedback. I agree that dragon fire stopping you from fleeing away from the dragon in a straight line is a great idea, and I also agree that the bosses tend to draw out a bit much right now. More than anything I think there is a lack of content problem in the game right now, it needs more abilities and items, but this has to grow over time as the game slowly matures.
I'm on vacation this week, so no new game update this week, but I'll be back at it soon!
oh that was an amazing run, that artifact makes the sparks so powerful! I see on the summary that the artifacts probably spawn a bit early. There's really not many items of significance after that.
I watch all the videos carefully, it's a great opportunity to get some insight into how others play the game. I get quite blind to that in my own runs since I read the game with complete knowledge of its inner workings.
I'm glad the new boss procs added some epicness! Rest assured this was only the first pass on this concept, and more variety and harder procs should come in the future! As always, please share if you have any ideas.
I'll buff the archer back up a bit. Next version will hopefully see a fairly big rewrite of the spawn phase system I've planned for a little while now.
Good catch on the super healing potion vs normal potions. That's a bug! So thanks for bringing it to my attention!
There is a pretty huge difficulty curve from when the dragons spawn until the black dragon appears. I'll have to think a bit about how I can add in more spikes like that which tests that you're on top of the powercurve a bit earlier in the game. I think the new spawn phase system will help with that.
Thanks again man for your continuous support! Invaluable feedback!