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What was that about spoiling the mysterious rare objects outright for us? :) Please do.

(Updated: 1.21) Version 1.2 is Live!

I also have to agree about the favor. Even though you do quick save between floors, I didn't use that to cheat except on the hardcore character, and that was really just to be able to finish so I could beta test everything, and since hardcore rogue-likes aren't my cup of tea.

I typically BARELY got enough favor to get back down to where I was every time I died. There were some cases where that didn't happen and I got plenty of favor, but even then spells or cores got expensive quick like argh said and it got used up fast. Besides, cores really aren't THAT crazy strong or useful all things considered compared to leveling. Just one stat point when a level has every stat up by one. The most I ever bought in a game was 4 by level 30, which isn't even a full level.

Favor seemed very balanced in that from my experience. The only reason I see here to change it is to punish people who cheat by copying over the quick save files. But to punish every other player because that's possible seems wrong.

Call for Testers, and a Status Update!

Pain from a wild-borne Shra disappeared the turn it affected me.

Two companions in a row getting in your way is seriously starting to annoying me now. I'm seeing more and more locations where they could have messed me up. Of course, it's always possible to just attack them and kill them so it can't break your game or something but still.

Inspecting by using the shortcut with the X button is not working - Note a companion is directly in-front and behind me. (Or to my right and left if I face up) All other shortcuts by pressing X work fine, though.

Do spells from behind do more damage? I know a basic attack does, but it seems the spells aren't doing as much - I'll have to test this more to be sure, but I wanted to check if it was even supposed to..

When you talk to your opposed element Shra to buy something, they normally say you can't because of your opposed element. However, if you don't have enough Favor, they do the text that says you need more favor, even though getting more favor for that Shra won't do anything. I feel like the description for not buying because of your opposed element should stay in those cases to be more clear.

_ X
D M
T X

T (enemy) was running into the wall while the D (Dog) was constantly attacking it. The enemy was 'going after me' despite never attacking the dog back. Easy kill :D It did eventually use a special attack on me, But I just got out of the way a bit more and my dog kept on attacking and was then fine, not getting hurt by the enemy who was facing me like so.

D _ _
T X M
_ X _

There was a wall between us, and the dog killed the enemy while I patiently waited. This has the potential to be abused if exploited.

Also it takes forever to go through turns when you have a companion on each side of an enemy. And the enemy's healthbar doesn't update until the end of the turn, even though they die at the right time. This doesn't really...affect anything and fixing it would probably slow things down more but I thought it was worth mentioning.

...what does TRUST CHARISMA mean? The guy didn't follow me like the like charisma or like human property.

There's a great deal of lag when disoriented.

I could only throw the trembling fern item one square forward. No status affects were currently on me, although I recently couldn't see clearly because of a curative.

My biggest issue, though, is the fact that you can only save when on the top floor. The fact that going back down costs so much will mean eventually it's not really possible to go back down since each time you pay for all the floors you passed through. Unless the favor you get starts increasing a good deal, by floor 10 and especially 20 if you're going up every now and then you'll be paying more and more favor but not getting enough back to make it worth it.

Now maybe this is an intentional game design choice but right now it's the only way to save! You absolutely need a way to do a quick-save that will delete itself once you start the game back up. I don't want to have to travel back to the top to stop playing, especially if I just recently spent all my favor doing that and would have to go through all the floors again just because I can't continue playing at the moment.

...unless this has been possible the whole time and I've just missed it. In that case I'd feel rather silly.

Call for Testers, and a Status Update!

I would love to beta-test this! I played the alpha build and gave feedback on that already, and I'll have plenty of time this weekend to play it.

Crap. I liked beating up enemies when they got stuck in corners. Darn you. I also kiiiiind of wish saving at stairs was possible for the beta only to make things easier to get through quickly for testing, but...I also know we should play the game as it's meant to be played to properly test it, so yeah.

Everything else sounds great, though, I can't wait to play it!

Feedback Appreciated - Item Identification Methods

I definitely like the idea of it costing more favor each time. It makes it clear that it's still better to experiment but still gives an option to learn the item's properties if you want.

Buuuuut...another thought is that you only find the item once, right? But...how will you know if it's the only time you find the item? By the time you realize you don't find the item again it's kind of too late. Or even know if it's something worth studying?

Feedback Appreciated - Item Identification Methods

What kind of penalty would you have to tasting and touching? Even if you can only do it once, it sounds like an instant way to identify any item with almost no drawback. That's my main concern.

I don't mind if you steal that idea for justifying favor at all. Speaking of using parts of defeated enemies...it's kind of funny that you are carrying all of the parts for favor you want despite only having 8 slots for inventory. xD

Feedback Appreciated - Item Identification Methods

Hm...perhaps the favor could be used in the safe floor to buy groups of items as identified, like all plants identified for a high cost.

Although that's not an on the fly option, hrm...perhaps as a trade off, while trying to identify and item your stealth goes down? Like you can click it to have it studied right away, but your stealth goes down greatly for several turns, or maybe your stealth is down while you study it. Although people can still just run around an empty floor after clearing out the enemies, but I suppose that makes sense from a narrative stand-point.

In terms of justifying favor usage, all favor is from pieces of the dead enemies, correct? Parts of their body that you can sell? Perhaps...experimenting with those pieces is what tells you about the items properties, destroying the item in the process. Or maybe testing the item on a newly dead corpse can tell you about it?

I feel like I should have some better idea or thoughts, but I'm way too tired at the moment. (And still need to catch up on the RP for that matter, urg)

Edit: Something else to consider is just...not having it as an option. I mean the whole point of this is to explore and experiment anyway. Does some of this stay between playthroughs either way?

Minimap - Looking for Feedback

I don't think it will make things too easy. The floors were just the right size so that I pretty much remembered everything anyway, at least enough so that I didn't ever feel truly lost and recognized places easily. I'd probably not use it most of the time just to make things feel more real.

Maybe it could be another one of those advanced traits? No map for a small bonus? Or perhaps you can just buy it in the opening area. That seems to be the most realistic. I don't think it should be a huge cost since it seems easy enough for an adventurer to do himself with some pen and paper, or other map making tools. Making a map kit to buy would be cool for world immersion, but runs the risk of making what some think should be an included feature as something they have to buy.

Demo version 0.3 Available!

Well...the problem is that I COULD use the menu while stunned. I just double-checked and it works. You can use any item in any way while you're stunned. You can't attack or move, but the menu comes up just fine.

Demo version 0.3 Available!

Oh wow it's definitely still possible to spawn on an enemy. I was going in and using the gold thread continually to find the boss, and one time after I disappeared there was a firefly right on the square I was on. XD

In reference to what you posted on your website...I feel rather stupid for not trying to throw water on the fire, but...when it happened again I noticed that even when stunned I could still throw something and use the inventory. The problem earlier was that since I was stunned I didn't think I could move, so...was this intentional? If it wasn't intentional than the ability to throw water on yourself doesn't matter since you'll still be stun-locked, and I didn't notice anything in the manual about being able to use your inventory (at least in the sense of being able to throw items) when stunned...

Also using telekinesis takes up a freaking ton of memory since the game seems to get stuck for a few seconds whenever I use it, especially if it killed an enemy. I don't know if this was present earlier or not since I didn't really use that spell very much.

Good job on all these updates, though. Very impressive, and it really looks better now. Although...while the outline on menu items is much easier to see, it overlaps with some of the text on the saved files screen.
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