This is very fun, hope to see future updates with more content and polishment to the overal game :) Only suggestion would to make the game a bit more dynamic/faster. I’m used to the speed of BT6 for example, where you can quickly get more towers in game, you can upgrade them more often and so on.
Qualquer Rafa
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It’s not a real time PVP, so even if you win on your side, the other person can also win on theirs =P But feeling like you always win if you input the code is actually just coincidence, there is no difference on that. And, no, this is not in development anymore. It was my first game ever back in 2019.
Ao criar a sua primeira conta, o jogo tenta puxar automaticamente os personagens salvos anteriormente. Se seus cookies ainda estiverem intactos, o personagem aparece lá com a opção pra ser importado pra nova conta. Depois disso não precisa fazer mais nada, ele fica disponível em todos os dispositivos
Só vi seu post agora e MEU DEUS! Quanto farm hahahahaha
Sobre o save estar desaparecendo. Ele desaparece como exatamente? O personagem parece voltar pra um save antigo ou simplesmente desaparece totalmente?
Na versão atualmente disponível o personagem é salvo a cada 1 minuto, e seu save como um todo fica como um cookie no seu navegador. Eu sei que alguns navegadores limpam isso automaticamente, o que poderia ser o seu caso infelizmente
A principio não tenho porque resetar os níveis não, tudo está sendo feito pensando em retrocompatibilidade de save. A não ser que algo mude muito na estrutura do jogo e seja impossível importar/transformar algo, pode upar tranquilo que vai se manter hehe
As outras perguntas eu respondi no outro tópico, que por alguma razão seus posts estavam na quarentena aqui o-O
Valeu cara! Sobre ranking, tenho uma ideia de algo pra implementar sim, mas vai precisar ser bastante estudada antes porque como o jogo é majoritariamente offline (apesar de ser jogado num navegador), ele quase não tem proteções contra cheating. Então coisas precisaram ser repensadas haha
O Shielding certamente precisa ser repensado mesmo. Depois que você começa a matar os monstros antes do timer de ataque deles sequer rolar, o Shielding quase nunca vai ter chance de subir mesmo :p
A Food Energy é o que garante o seu Regen, quase como funciona no tibia mesmo
São sugestões bem interessantes, e algumas já são bem parecidas com o que pretendo implementar.
No próximo update, ao ir pras ilhas mais avançadas, a ideia é que o jogador escolha uma vocação mesmo e com isso tenha acesso às magias dela. O jogo tem espaço pra até 15 Hotkeys, mas ainda vai ser questão de teste e feedback como essas ativações vão acontecer. Não vamos nos precipitar planejando demais pra na hora do vamo vê não ser tão divertido assim hahaha
Geralmente o que acontece nesse caso é algo apagando os cookies (ou impedindo eles de serem salvos logo de cara). Já recebi reports de usuarios de iphone em que essa limpa acontece depois de uns dias sem entrar, mas no Brave é a primeira vez.
Pra evitar esse tipo de coisa, no próximo update vai ser possivel exportar o seu save como um arquivo de texto, que poderá ser inclusive transferido entre dispositivos. Não é o ideal, mas já deve ajudar
Thanks for the suggestions. Most of those are already being worked one!
The message box will be separated in two Tabs: Game Log and NPC Chat. That should solve most of things.
Food Energy is what you use to actually heal HP and MP. You eat to get food energy, it consumes food energy to give HP/MP.
The game will also force a save everytime you enter a map with no battles on it, making those even more of a safe spot
That's the hard part of adapting an already existing game xD
I think Edron really is the perfect next addition for the exact same reasons you said! It has a nice progression, nice bosses and quests, and it isn't end game already opening space for other future additions too. I could even add a small hall of fame for people who manage to kill Orshabaal, but that would also require some anti cheating checks to make sure it's a good leaderboard lol
Damn, now we're talking with a pro hahaha
I'm still weighing pros and cons of what should be the next thing added. Maybe Edron, it would provide some good content until a high-ish level and could be developed quite fast. Maybe yalahar, for the same reason. I'll probably avoid Mainland for now even though that's way bigger and important, because at the same time it does not have that much content for a prolonged experience as any other continent would have and would surely be harder to develop...
Thanks for playing so much! Makes me less worried about higher level and skills breaking the game too much.
Thanks for the feedback!
- For now, Level is mostly for more HP/MP and minor buffs on everything else. As you suggested, there are stronger weapons that will require the player to be a certain level (and by then have chosen a specific class) to use properly, so that's a self solvable problem.
- What you said about other weapons in general, that becomes the focus when you leave this begginner's island and start to develop your specialization as an Archer, Knight or Spellcaster. Each can only use a certain kind of weapon, have their own spells (unlocked by level), with pros and cons to each playstyle and so on.
- The EXP formula for Skill leveling has been changed a little bit for the next update already, to make the auto-attack curve happen sooner. But yeah, once you've invested too much time into one Skill it's kinda weird to try another kind of weapon for sure.
- About Money and Shop offers, that's also a thing to be expanded on the next update with a whole new island to play in.
- The idea of having a separate tab only for NPC dialogues makes a way more sense really. That's been added to the notes for future updates!
- Cooking isn't a mechanic in the original Tibia, but that's for sure another thing that could be added here. I'll look into that, thanks.
- Crafting is an endgame moneysink in the original MMORPG. Well, actually it's just tier upgrading your items by sacrificing other ones on the same "tier level" as that, and "dust" farmed from killing special monsters. Maybe I can push that to happen sooner on this version so the progression can be even more personalized for each run.
Once again, thanks for this huge feedback! It seems I'll have to push the content update as soon as possible since most of peoples demands are things that (at least I think so) will be solved by just adding the next planned island to the game.
Leveling is mostly for HP, MP and a minimal boost to everything else. Your attack damage and speed is based on your Weapon Skill, which I'm already looking into making the overall progression feel better!
Ranged weapons will be reworked as well. In this early state of the game they're more a gimmick choice that didn't work out as I planned, so that will change for sure.
To be healed while in combat you have to eat food and have enough food energy for that. It actualyl displays the value per second, but the heal happens every 5 seconds
Thanks for the feedback ;)
I absolutely agree with you.
In the current state of the game, that's how it looks. But I also think that's a self-solvable problem in the future.
When you get to actually choose your class (that happens after leaving Rookgaard in the original game) you kinda have pros and cons to everything.
Paladins, the class using distance weapons, hit WAY harder than other classes, but don't have access to many elements to do so.
Knights have way better survivability against strong monsters and Sorcereres/Druids have elements and AOE damage to compensate.
So yeah, Distance is more like a gimmick in the start and it's overpoweredeness in the end is a perk to compensate for other things



