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t-bowd

3
Posts
A member registered 7 days ago

Recent community posts

also:

I like the fatigue system be something is off for now.

I’m tempted to recruit new mercenaries but their level are too low regarding my current roaster so I don’t feel it’s worthy. 
maybe we should have more « only 2 levels below » choices. 

I often recruit some additional mercenaries at the beginning but then the level gap versus my main roaster is too big so they are useless (ex: lvl 9 VS lvl 3)

maybe we should have a training camp to send one mercenary to slowly gain xp between missions. 


(1 edit)

ongoing testing the new update!

Equipments are way better!

Almost too powerful on the first contracts but I may have been lucky. 

My priest seems useful now so I guess you buffed the defensive spells. 


I had a bug on an helmet stats where +12 maximum life was displayed twice.


from a UX point of view, I really wish we had small tabs along side the Tavern/merchant/etc… main title screen to easily navigate from merchant to squad. 

Also, it’s still hard to me to compare items. 

Maybe you should add a « equipped » tag to be sure about which one will be replaced. 

I’m not sure about that as it may introduce too much noise but I’d like to have small icons on the left of my stats when comparing ( up/bottom arrow regarding value stats, plus/minus when new / removed effect )

Some values are ranges so not sure it would work. 

Keep it up!

hey Danny. 
some feedback about the game I tested 2 days ago:

Introduction to formation /recrutement was not very intuitive. 

Maybe recrutement should be the splash screen when starting a new game. 

I wish we could tag an equipment as « deprecated / to sell »

Such equipment would be put at the end of the list with a subdued effect. I’m pretty sure that Diablo allows that. 

Doing so They could be easily sold. 

We could have a « sell all » option at the merchant regarding those items. 

Overall, I feel that we are overwhelmed by not interesting equipments ( stats too low )

I understand that we should not have access to too much powerful ones too soon because it could ruin the balance of the gameplay but most of the times I am rewarded with equipments that I won’t even use because it match my current equipment stats or even weaker. 

I’d rather gain fewer equipments or pay more expensive ones at the merchant but more powerful

I may have not play enough but defensive spells felt too weak. 

The problem is that they use a turn to be activated and most of the times the benefit of having them versus attacking an enemy is not there. 

For example, when enemies are at the verge of dying, I wish that my heroes attack them to finish the fight but then they are spamming defensive spells giving extra opportunities to the enemies to inflict damages to my squad. 

The battle engine could be smarter and prioritize attack when an enemy HP are lower than X. 

If I had to play more / pay for it, I’d like to have more interactions / impact / control  to win a fight. 

I would not change the « automatic battle » mechanism but give more option at the beginning of a fight:

Change the place of the heroes in the squad to put heavily wounded ones at the back. 

Could be nice to have a behavior switch ( default: balanced ) for each hero and to change it to be more aggressive ( inflict more damages but defense is weaker ) / more defensive ( opposite ). 

So we could adjust the behavior to adopt before the next fight depending the current HP of your heroes.

Would be great to have a consumable slot so you can apply something to a hero before the next fight ( HP potion, mana boost, strength boost…). we could unlock a second slot later.

Hope those feedbacks make sense.

Congrats for the current state of the game.

Very cool and nicely crafted.