Hey mate have you tried Alt+Enter? I've been using it fullscreen with that but if it doesn't work maybe let me know what resolution / windows you're on for me to look into later - thanks!
ZIGGYD
Creator of
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Thanks so much for playtesting and your awesome message! I'm really keen to start adding gems, more missions and better passive skill tree customization. Not to mention unique items!
That's good to hear about the fun being there and the rare missions, I think I want to add a lot more of those to give you more decisions and opportunities as you progress. There feels like infinite design space with things like league mechanics. So much fun stuff I can do I can't wait!
I actually don't have a difficulty indicator for missions at all currently, the level is the level of the content as far as loot/scaling etc but I think I probably need more communication of challenge level - and of course more tuning. Missions can indeed be tough and going into that blind doesnt feel great. Thanks so much for the feedback Ill be testing and tuning today on stream.
Thanks so much for the feedback mate, I'm going to do a test run on stream today if you want to pop by. I felt like I was still getting too much food overall outside of the first couple zones. I found a decent hunter was giving 4-6 food, especially if they had some Survival bonus themselves. Not enough to cover a full guild but enough that I wasn't running out if I occasionally hunted some rhoas as a guild. Were you investing in Survival stat or hunting upgrades?
There is a luck element to the early game to be sure, though there are quite a few hardcoded things that happen (secretly shh). Such as a recruit boat every x days, and two missions that happen in early zones for recruits. I agree exalts are a bit tight, though I do quite enjoy the scarcity - I think more early mission opportunity and area options would be the best solution.
Regarding being stuck at Cannibals/Fetid those are the final campaign zones currently - but you should well have met the conditions to unlock maelstrom of chaos if you've done some runs in those zones over a few days. It's possible I tuned the conditions to be a bit too tight.
For morale something I am going to do is put a cap on the morale overleveling to match the current highest level content.
Thanks again for the insightful feedback!
G'day mate, this is an underappreciated gem, and with a bit more work it could be one of the best pixel are character creators.
It'd be amazing if you could add a thrusting animation!
I need spears, but some of the staves look like spears well enough and with a thrust animation we could do a lot more.
Also, I note there is no way to save character presets using the standalone version? (I'm using Godot for my project).
In my mind it's not really an idle game, but rather a management autobattler. But there's no doubt there's some overlap. There will be some more automated features like the upcoming hunting system. And I will eventually look into mobile or tablet support but getting the game to a good state on PC is the priority for now. Someone mentioned it's already playing somewhat well on tablet and I'll look to give that more support in the future.
G'day and WOW, I'm impressed how much play time and min maxed you got out of my small 1hourish demo! Appreciate all your feedback and I'll share some thoughts on a few but all of it's making it into my notes in some capacity.
Morale feels kind of wonky right now
This is mostly a symptom of the tiny vertical slice we have. Morale is to do a lot of things such as act as way to drive exiles into more challenging content (they lose morale when doing missions a few levels beneath them because they crave challenges), a way to encourage a diverse and dynamic roster, a way to give the planned events systems more consequence, and a way to trigger events related to specific exiles. It's just very early days for Morale and if you get past level 8 it stops working because there is no more content really.
Passives
One of the areas I'm least satisfied in. I bumped the impact of potentials up a lot and it's now between 2x to 6x or more likely to get passives based on them, but I want to develop this a lot more. It's just in a kind of "barely works acceptably" state right now. Proper respec system and the ability to train and adjust potentials will help but I think there's another key piece of this puzzle im missing.
crafting
My plan is for meta crafting currencies (think something like an essence that garuantees specific mods or "reroll into fire modifiers" . This would heavily reduce spam rolling. Some good UX suggestions in there though!
Initiator passive is too strong
agreed, and there's no reason to not get it? It probably needs to become a deeper keystone node that requires subtantial investment in crit passives. I have the code for passives that require other passives but only use it in a few places currently. It could also maybe go back to being on full life only now that healing is much stronger. Or better yet only crit bonus on enemies having full/high life.
be able to click each exile to open their respective gear panels, rather than having up to 10 separate stash buttons
You can double click an exile to open their windows and single click between them to auto swap. But this whole UX needs to be much better, agreed.
I have kills where to total timer at the bottom is 3.9s long but the kill text never appears
haha you might be the first person to report such a bug for uber contentus. But it suggests a deeper bug with the combat log ill look into thanks!
regen
I think Vit is doing a good job with this at the more balanced lower levels but regen has just been way too strong at higher ends. I think it's mostly a balance issue and not having enough pressures on your guild to prevent vitality recovery rest spamming. I personally love regen and recovery builds and love how the Twisted plays at low levels as a bright candle that burns out quickly so im excited to flesh this unique part of the game more. Vit is a bit like morale in that it's missing a lot of the bigger picture.
it seems more efficient to just focus on a single one of these pillars
To an extent one of my original dreams for making this was to have content and build making that really encouraged specialization. "Wow this crazy opportunity mission just came up, scouting reveals it's got a crap load of fire damage and the enemies are mostly weak to lightning so Barry the wander is a good fit... but oh, they are really fast he cant handled getting swarmed... hmm ill need some AoE chill and a blocker to two..."
Holy cow the potential this game has...
This is what keeps me up at night! (In a good way). It's seriously very exciting to think of all that could be done from defense missions to events to guild vs guild to pokemon pet catching monsters to deploy in battle.
Seriously, thanks so much for the long well thought out post and for playing so much. I look forward to doing some big updates after a bit of PoE 2 0.5!
Some great feedback in here, thanks so much for playing a bunch!
> you do not seem to be able to expel a team member once your roster is full
Added a way to do this when you rescue someone, plan to add a way to do it on any exile soon!
The vaal orb decision is on purpose, which is controversial haha. I will probably add a currency stash later though.
> It was not obvious when you "complete" chapter one.
Toast notifications are currently way too easy to miss. Some things will probably need to be part of a more substantial day report.
I agree about the 6 exiles in the center being weird for 5 party. I'm trying to figure out how I want exile management and their placement in the guild to work. Ideally i didnt want to bury them in a menu. Maybe for now at least I'll center slot 5 and put more backbench slots in.
There's def some missing pieces to this puzzle: such as recovery building upgrades for the guild and an expanded quartermaster system. Another key thing is that the idea will be that you will likely want to be using different exiles for different things, which will give some time to recovery. This will be reinforced by days passing by actually mattering more (no reason not to spam rest right now).
But right now it is indeed a bit slow and grindy if you stack a ton of recovery that burns VIT. Did you also know that increasing Vit makes rest more efficient? Unfortunately there not enough ways to get more max vit currently.
