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The Drop
No hard limit, but enemies stop getting tougher at floor 6.
Edit: whoa, surprise wall of text! I'll look over it when I'm not confined to my phone!
Edit: whoa, surprise wall of text! I'll look over it when I'm not confined to my phone!
The Drop
Interesting. So the interface did appear, though? It sounds to me like it couldn't find a safe place to drop your character but for whatever reason it put you at the "safe" spot (coordinates 99,99) instead of trying through the loop again. Good to know!
Hopefully I'll have a version with all these little glitches fixed available by the end of this week. For posterity, of course.
Hopefully I'll have a version with all these little glitches fixed available by the end of this week. For posterity, of course.
The Drop
Oops, that's an oversight. You shouldn't be getting elemental essence from healing spells. I'll have to fix that, but you have fun with it for now!
There are about 8 spells per element (6 offense, 2 healing). There will be plenty more in the real game.
There are about 8 spells per element (6 offense, 2 healing). There will be plenty more in the real game.
The Drop
Had someone else say the same thing. He got it to appear on another floor, though. I think I know what's going on with that, so it'll be fixed in the next update!
The Drop
Yeah I can see that. I did reduce the chance of stun from what it was initially, and I'll probably reduce it again and might even remove the fire portion from its attack. (It can still ignite things on the ground, though).
The dread message means the enemy selection is from one floor ahead of the current floor. So, a little tougher.
The dread message means the enemy selection is from one floor ahead of the current floor. So, a little tougher.
The Drop
Actually,
I wanted a constrained feel exactly like you pointed out - it's a common element in all three games, only this time you're limited to one person instead of a party than can cover each other's faults. It's an experimental direction and I hope it works out.
The environmental thing are still pretty infrequent, and I will definitely be upping their spawn rates, as well as variety. Different floor "themes" will have different liquids/plants/minerals and whatnot, so you can take things that don't spawn in a certain habitat and try them out against foreign enemies and whatnot.
Still working on how to describe items. I wanted more flavor than the "potion of cure wounds" nonsense, and I wanted the player's learning process to be a factor too, but I can see how it would be overwhelming.
He got bum rushed by dozens of angry travelers. But wouldn't that be something!
I wanted a constrained feel exactly like you pointed out - it's a common element in all three games, only this time you're limited to one person instead of a party than can cover each other's faults. It's an experimental direction and I hope it works out.
The environmental thing are still pretty infrequent, and I will definitely be upping their spawn rates, as well as variety. Different floor "themes" will have different liquids/plants/minerals and whatnot, so you can take things that don't spawn in a certain habitat and try them out against foreign enemies and whatnot.
Still working on how to describe items. I wanted more flavor than the "potion of cure wounds" nonsense, and I wanted the player's learning process to be a factor too, but I can see how it would be overwhelming.
The Drop
Thanks!
Floor 6 or so is as strong as the enemies get. Actually, it generates a pool of possible spawns based on your floor (so hatchlings are less frequent but the special soldiers are moreso), and 6 is the last one.
Floor 6 or so is as strong as the enemies get. Actually, it generates a pool of possible spawns based on your floor (so hatchlings are less frequent but the special soldiers are moreso), and 6 is the last one.
Demo Available!
Demo Available!
UPDATE! Version 0.2 has been posted! Here's what's changed:
-Fixed a crash bug that occurred when eating enemy drops from the floor.
-Drinking clean water now heals a little bit of Body health.
-The Seeker's Reed item has the correct icon now.
-Fixed a crash bug that occurred when eating enemy drops from the floor.
-Drinking clean water now heals a little bit of Body health.
-The Seeker's Reed item has the correct icon now.













