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Tempaura

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A member registered Mar 15, 2022 · View creator page →

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I meant the overall pace of the game is a tad slowish. For instance, when backtracking through long empty corridors that end with a single item or enemy in a big room. However this may become a non-issue as you keep adding new features. On the other hand, emptiness definitely has its place in a Lovecraftian adventure, there's just a balance to be met.

Some more QoL would be welcome too, for example reading a note could send you directly to the Journal, or unequipping an item without room in your inventory could simply drop it. Also, you should be able to hold down the virtual Arrows to move continuously. Only some suggestions but really, gameplay is already pretty solid considering it's still in alpha stage!

Some bugs that somehow I can't trigger again: The view got slightly misaligned with the grid after attempting to move diagonally. It corrected itself in the next zone. Also, Sanity was drained in Emma's room, as if it was a dark place. That was just after I loaded the game in said room. And it seems the Sanity topic in the Help section doesn't take into account the last update...

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Very promising game and already quite entertaining, albeit a bit on the slow side. I've always thought that first-person perspective is ideal for turn-based RPGs, and this really shows potential. Good job and hopefully you'll keep working on it! BTW, is there any particular reason why you upgraded the Unity version?

Pretty neat update! To be honest, though getting more contents and graphics is always nice, I hoped you'd tackle the inventory's rather tiresome mechanics instead of adding even more equipment types... (Btw, it is now possible to have both equipable and "wearable" gloves simultaneously.) Inventory size is quickly becoming a real issue and more than ever, it feels almost mandatory to spend points ASAP to increase it.

I still don't understand the logic behind a view screen that doesn't automatically center on the character, as such the game is less enjoyable with mouse only. On the bright side, what makes this version so much better is that you can customize the keyboard input. And you don't mention anything about it, but the game's initial loading is now significally faster!

Those last two points alone make the game so much better!

Yes, those are not technically bugs but could easily be interpreted as ones. In particular the Berserker's Combat Report, IMO it does really give the impression of being glitched. I believe the description says its stats are randomized every turn, but that can still be compatible with a functioning Report if that randomization is at the start/end of your turn... or the Report should plainly hide the odds if that is the desired effect.

Anyway, really looking forward to the next update!

I haven't much to report after another (barely) successful run with a Vestonian Human Paladin:

- You probably already know about this: Berserkers' Attack and Defense seem to be randomized every frame or so, making the Combat Odds report unreadable.

- The Blink spell can actually fail as it treats your current square as unoccupied (therefore you can "teleport" to it), which doesn't make much sense.

- Not sure how "Another Face in the Crowd" works, but a monster's attitude can still change after a combat in which it triggered.

<Bug Report>

SPELL Demonic Assistants - Incomplete description: "...10% chance that your the next 60 turns." Casting it actually gives a 50% chance to regain 1 Spell Point each turn.

EVENT Reality Breakdown - Player can get trapped and be forced to surrender, even after waiting 1000+ turns. In this case, the solution could be to let walls "wander" into Mine Tracks. Functionally speaking they are like empty spaces but somehow stopped the wandering and never allowed an opening. Other tiles such as Water may potentially lead to the same problem...

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I played as a Viean Centaur Archer. The challenge was just right for this kind of game. In other words, it was devilishly hard! Fortunately, Vie played a decisive role against Xaskazien's damaging spells. Also, I was lucky to find a very good bow and... enchanted arrows. What I meant earlier is, those special inventory items should be toggleable. Seriously, can you really afford to waste such a great effect to finish off a low HP monster? So I dropped them when overkill, which takes me back to the rather slow inventory management. I also had two different Halo items  but didn't know which one would activate first...

I really like how there exist some defensive tactics, items or skills against everything: hidden pits and traps, enemies blocking corridors, cursed scrolls or bad potions... pretty much everything except taking a hit from an unexpected monster and possibly being killed right after you descend! Unlike the other thousand causes of death the game can throw at you, this won't be the direct consequence of a move or action you CHOOSE to take. It's all about taking calculated risks, so IMO that goes against the perceived spirit of the game. That sure will bring unnecessary frustation, and doesn't seem to add anything interesting gameplay wise...

My next hero is already dead, strangled by Severed Hands while running away. Here comes his avenger!

It took me about 20 serious attempts but now I can finally claim the word: Victorious!!! For some reason Xaskazien did not have max health but its fate was sealed anyway.

You did an awesome job with the dungeon (cavern?) generation, the kind that could only be achieved with years of fine-tuning. One small blemish would be the rare occurrence when you start a floor on a monster's tile, triggering a combat round. That just feels wrong so hopefully that's a bug and not intended!

QoL/idea: Toggleable "As long as it remains in your inventory" items. That can be highly desirable (Enchanted Arrows) and would blend well with certain effects and traps.

Already starting a new quest, the game is definitely a keeper!

Yes, but I guess there could be an issue if you are currently using an Armor or Boot ability that has been modified...

Showing Mana and Cooldown on mouseover was a much needed QoL, good job!

Sorry I don't quite remember exactly. I think it was short and simple, like "You have awakened". I do remember that came out of the blue as the very last message, after the combat was clearly over.

I'll take precise notes from now on!

<Bug Report>

COMBAT OUTPUT - I attack and kill (in one hit) a sleeping monster that apparently spawned in that condition, then it says my character awakened.

SKILL TABS - "Your Max Trainable Skill Level" text doesn't take into account the Student's Ring (It still works).

I didn't play that much but considering how complex it is, your game seems extraordinarily stable! So if you like, I can report whatever bugs I find... Or only serious ones, or perhaps I should just wait patiently for the next update? Please let me know what works best for you!

You might want to explain Yorick's Trunk in the manual. I've never found any, but I actually did reset the highscores to hide my laughable first attempts, and I was not sure what to do when it asked about it, hence my question. Unfortunately(?) the story will never tell what you've dropped in there, but it's nice to be able to reset it separately from the scores.

Very glad you're already working on the next update! Currently my randomly chosen Paladin keeps taking improvised junks he is not allowed to use, which exacerbates the inventory issue. Well, it's ok as he contracted too many diseases and will not survive much longer! 

Anyway, thank you for the explanation, I really appreciate it!

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After hours of deadly exploration, I must say this is one mighty impressive game! Plenty of old school yet refreshing ideas and interesting gameplay mechanics, like the combat resolution on the same tile... And so much content it dwarfs most other titles of the genre. Plus excellent graphics, sound effects and an awesomely fitting soundtrack... really impressive! Anyway, some quick QoL suggestions and one question that come to mind:

Since new items are automatically taken and the inventory tends to alway be full, there should be a faster way to swap items and/or access the "Retrieve" window. Perhaps also even a way to use items (potions/books) without actually taking them. IMO the game's only real issue so far, as sometimes it can become quite tedious...

An option to keep the view screen centered on the character after moving with the mouse would be nice too.

And ideally, the button that opens the map should also take you back to the last opened tab. Btw, in my current map I found a small bug (the kind that doesn't try to eat the hero for a change): The boat is not visible without a line of sight, however it's still possible to querying it!

Finally, the question: What exactly is "Yorick's Dimension Hopping Trunk"? There is no mention of it in the manual...

Keep up the great work!

Finally completed the game! All classes on Master, 100% loot log... "Impossible" has some element of luck, unlike easier difficulty modes which only require skills to be winnable... However, it IS actually possible! Excellent game!
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I found a (minor) bug in this very polished game: The poison sound effect played every turn until the next floor. The culprit was the Caustic Emerald ring which (I believe) activated on an enemy that was killed the same turn. Also, I would suggest that creatures immune to enemies' poison attacks don't move to dodge them.

Edit: There are grammatical errors in the Cultist and Witch victory texts.

Excellent, it now works perfectly. Thank you!

The mouse button is not even held down... I tried everything, even played the previous turn with the keyboard. The mouse controls are broken while an enemy is focusing: impossible to move or attack... However, Abilities and Wait still work.

Somehow it is no longer possible to move with the mouse when an enemy focuses... This is quite annoying.

Surprisingly deep and well balanced, I must say this is one brilliant little game!