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For the most part I like the game a lot and could see myself spending a lot of time in it. I think it'd help a lot if things were faster, though. In particular, buying seeds for something and watering them for lots of days only to get one ingredient per plot feels underwhelming. Expeditions felt somewhat underwhelming too given the lowish drop rate monsters have and the time you need to spend going to and from the area you want to farm monsters in.
Thanks 4 playin
I think I need to make cards bigger overall, so that should help to some extent with readability.
Should probably fix that text bug too. Turned out it was a dumb easy thing.
Also I should actually try balancing classes and things like that at some point, they're pretty haphazard.
The idea with the world map is to have it end up being maybe a bit more puzzly but with a lot of puzzles, or something like that. Still not sure about how interesting it is to play an adventure much more than once (with a given class) since the same "solution" should basically work. Might do some sort of scoring system though? I do want to make (some of?) the adventures so that you need to defeat adventures with different classes at least to make it a bit more puzzley and challenging. A randomizer mode could be fun too, if I could figure it out.
Thanks for playing, I definitely want to do more work to make the GUI clearer. Labels on decks should definitely help, a lot of the piles just sort of floating around in space without you knowing what they mean is pretty strange and unhelpful.
I've barely touched balance things so it's pretty likely that rogue is just underpowered against the current things.
Thanks for playing, the touhou tutorial total conversion is an inspiration. This also made me realize why that graphics bug is happening (it also happened with the goblin king, but only that card, so I wasn't too bothered) and it'll be fixed now. The enlighten thing is worrying because I was pretty sure that worked before, but I probably just broke it while messing with the card selection stuff.
EDIT: apparently I just replaced the "press done trashing" button handling code with "crash because I haven't implemented this yet" code. Should be pretty easy to fix
When you upload your game there's a checkboxes for selecting what operating system the download is for, if you select windows there you can easily install through the itch app, rather than having to download off of the webpage. It's pretty handy.
I like this a lot, glad the game is back to demo day again (and with an english translation this time!)
I think some of the bosses could be more predictable, to make it easier to avoid their attacks. I also think just spamming attacks at close range should be less effective, since it doesn't feel particularly satisfying as a way of killing bosses.
I'll try and improve the text some more for next version, probably bump up the size some more.
The restart thing is known to be broken in that you have to finish whatever action you're on, but shouldn't loop, I'll have to look into that more.
Thanks for playing!
Thanks for playing!
I've definitely got problems with descriptions, I couldn't really figure out how to say that daggers do more damage to enemies that are alone very well. Hunger can't be restored by anything, but it certainly makes sense that you'd assume that bread would do that.
It's definitely pretty poorly balanced right now, the changes I made right before the demo kind of ruined it and I had a hard time getting it down to a beatable level that still had the same mechanics. Having the wrong descriptions on the dragon doesn't help. I think the bat hitting for 1 damage was a bug too.
I'm glad you like it! I'll make sure to have something new for next demo day, I've already changed how the dungeon works a lot. Hopefully it'll be a bit smoother to learn.