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author=meteomage
Once you go back and redo all your dungeons, that will affect how many enemies you encounter, which will change your level.
The dungeons are designed so that some enemies will respawn when the player returns, allowing players to farm enemies for dops & experience, so the current number of encounters versus the final version shouldn't matter.

author=meteomage
If you add treasures, that will affect your balancing even more.
That is a good point.

author=meteomage
It's okay to use placeholders for some things, or go back and make some maps prettier, but not make a big chunk of your game and then go back a redo a lot of it.
I'm using placeholders so that I can focus on what's important at the moment. I'm trying to avoid the endless cycle of having to go back and improve older maps as my skills progress through the game making process. The main purpose of the placeholder maps in Demo Mode is to keep track of what will go where in the final version, not to make an accurate simulation of what will appear in the final game.

Thanks for the comment! I appreciate any feedback I can get, be it praise or constructive criticism. Your comment helped me realize that the maps in Demo Mode were distracting people from the combat system (which I'm currently focusing on developing) inspiring me to make Arena Mode.

Feedback

To-Do List
  • Add intro message with basic explanation.
  • Remove keys from shop.
  • Change equip in chests.
  • Lock Abomination's room so the player has to defeat the Super Bosses first.
  • Add difficulty levels (later update).
  • Other player suggestions.

Feedback

@Knightowl
I couldnt find the dancing feather. Where is it?

The Fancy Feather is given to you as a random drop when you fight the Queen.

Possibly make some of the areas 'later' areas, like half of them to be completed after the first half with the levels/equips in mind? Everything being generally the same makes it just get easier and easier without a challenge once you get to a certain point, and a boost in money/exp as you get to harder stuff would be nice.

There are later areas (sort of) that branch out from the central area of the mysterious underground. Most of these are just boss rooms for the Super Boss class enemies, but there is also a boss dungeon where you can have rematches with the other bosses, this time accompanied by a Mini-boss. Each dungeon cell contains five chests.

Take out the chest keys in the shop. It's good to chest key hunt from enemies and then open chests for the rewards, but when you get 1000g, you can buy 10 keys, and get at least one ring you can sell to get 10 or more keys and then it just is a chore to repeat that 'til you have enough money for everything.

That was kind of a holdover from testing. I'll keep that in mind for my next update.

Take out the bronze equipment from chests? Never can understand what the point of getting equipment everyone already starts with from a chest. If it's for money just give the money instead.

I was thinking that putting high level equipment in the chests would make it too easy. There are cases where the characters can benefit from the Bronze equipment, such as a character that starts without a shield or with Plate instead of Armor. Maybe I'll change it to Iron equipment instead.

Thanks for your feedback!

Cancelling project due to lost save data.

A trojan is used to sneak malicious software past a computer's firewall, like the Trojan horse. Maybe you got a trojan carrying a nasty virus?
Too bad about what happened, it looks like a nice game.
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