What's wrong with a scroll bar, how else would the player change categories given that there will be like 100 items by the end game.
I should have hidden the talks since they do nothing.
I'll add back buttons to the scene.
Why would I make an entire 3D scene for what are essentially menus.
The staircase is there to represent the staircase up.
Have you never played an RPG? random encounters is the default.
Since there is no tutorial right now, there is no way to force the player to hire adventurers but when it gets added the player won't be able to go out without hiring at least one. should have probably just added some note at the beginning to hire someone tbh.
What's wrong with pixel icon.
Just back out on the hire screen and click manage to view the roster.
You have 6 slots because there are a max of 3 party members per row, so the player has to be able to choose 3 top or bottom. the max party slot is 5.
It's not a roguelike. You pick your dudes and go out and explore the first zone. The bench exists just incase someone decides they don't like someone and wants a different party member.
Escape is the default to go back with everything, how are you going back to an earlier turn with Space?
It's not randomly generated because it's not a roguelike.
I cannot replicate the map resetting on picking up a chest but I can on ending battle.
they all start with the same equipment because they have to start with something.
backline takes less damage. enemies attack semi randomly base on their ai.
I'm able to use Heal skills outside of battle on the Skills Panel, I can't see why you aren't able to.
Adventurer's start with a skill point, so you can start with a skill.
Enemy spawns are entirely dependent on dungeon floor.
Bloodlust and Mana Regeneration is currently set to percentage which because they start off with little, it ends up not actually doing anything. I should change it to flat numbers.
Yeah you have to traverse back, that's how it's always been with this style of dungeon crawler.
The only skills usable outside of combat are healing ones because they are the only ones that do anything.
Accessories not saying what they do is an oversight on my part.
It's not a roguelike.
StraightJacket20
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The enemies that explode do way too much damage I feel. it felt like rocket tag. I think melee is not worth it unless you have the cold+poison mixture that makes you super fast, with it it felt incredibly fun to play but without it going into melee was pretty much an immediate death sentence. lightning is flatly the best base element. because the rooms are often small I did not see the point in switching out of it except for an emergency heal or to keep my cold+poison buff up. speaking on healing, it's also fairly weak. the only time I felt the need to switch to it was purely out of desperation because I got chunked in like half a second.

