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Adventurers' Guild Incremental

Simple game where you act as a guild owner and hire adventurers · By Cyphe Mercury

New version

A topic by bsmith502@usa.com created Jun 28, 2023 Views: 119 Replies: 4
Viewing posts 1 to 3

I downloaded the newest version to check it out because a lot of the changes seemed really interesting. However I noticed something that seems a little awkward and could potentially be a bug?

There is a Tough Slime wandering around very close to my guild and a Goblin Warrior that is also walking through the area as if it was along his path. My adventurers obviously aren't smart enough to avoid these because they beeline right for them if they're the closest thing and get heckin' one shot lul.

In the first version I didn't notice my single adventurer (I have many now) dying quite so frequently, but I also am unsure that could have been occurring.. it seems like the beginning zone is quite large so seems kind of strange that these tier2 mobs are so close to the starting zone and there's nothing I can do to instruct my adventurers to avoid them, I just eat frequent respawn timers because these things are close and my adventurers aren't big on living lul.

I understand that the adventurers should have some kind of challenge in order to spice up the gameplay and not just be a gradual progression of 0 difficulty encounters but this is like.. yea. They just get insta oneshot.

(2 edits)

Here's a screenshot of how close the Tough Slime is wandering. Oh yea there's multiple t2 mobs, goblin warriors, deer, other things just zipping like right beside the guild. It's just instadeath walking right by lul

Developer

I didn’t think the issue could get this bad. On a few test runs I would get a few stronger monster coming by, and I’d just lose 1 adventurer at most. I’ll see if can do anything to fix this as I’m adding a lot harder monsters in further reaches.

The harder monsters drop rare equipment and materials, so they have to be more difficult or else progression would be too fast imo

Yea like I said there needs to be a good progression curve but I don't think having goblin warriors/tough slimes that oneshot low level adventurers wandering right beside your guild hall is the kind of progression curve that is ideal lol

Developer

This has been fixed in the newest update (I think) monsters now stay away from the guild the stronger they are the farther they stay, adventurers can still be one shot, but it’s less likely and monsters won’t wander threw the guild center anymore to reduce this issue further.

If you have any more suggestions on things that direct the progression curve it’d be a lot of help