Great game, but needs a lot more to do in town. The addition of a town at all is cool, but it's only superficially drawing from standard Roguelike tropes. There needs to be a few of quests that involve going back to town, not just the one. As is, there's not much incentive to not just beat the cave in 1-3 runs, and then there's no real postgame. Hopefully this will change in premium, thanks for the game.
Considering how much unnecessary mass-purchasing and menu flipping campaigns consist of if you want to actualy slog through one, it would be useful to either be able to purchase minions on the same screen or at least be able to purchase ones on the minion screen in increments of x500 or x1000. The level of tedium with the current interface is just a bit more than offsetting the fact that the campaign mode is a surprisingly cool concept.
I love the game mechanic. I'd probably say the only flaw in this game is its total potential is obvious, and so little of that is seen in the actual game (More ingame storytelling, things like equipment, skill choices, class upgrades, etc.). That just makes a sequel something to look forward to. All in all, great job.
Are there any plans to introduce critical hits into the game? The battles are beginning to feel a bit too much like math, and the occasional chance that you'll be able to kill an enemy in one hit tends to mask that a lot.
There's an error on one of the skill descriptions. In Berzerk It says "Call fourth the powers of evil" which technically implies something has been called first, second and third. I'm not trying to be nitpicky, I just figured it's better to catch stuff like that in the beta.
The new stamina regen rate is much better. After being able to play a bit more, I'd say something the game could definitely benefit from is potions (both the healing and temporary stat boosting varieties). The game mechanic puts a lot of emphasis on dungeon preparation, but so far there aren't many ways to prepare. More stuff like that to spend coins on would probably mitigate complaints about stuff that costs gems, too.
Potions were part of the original design concept but we decided to take them out and have players focus more on upgrading their wishes (espc. heal and charge). We think potions might add an unnecessary layer to the combat. But, you never know, might show up one day.
Putting forward all these pressure mechanisms to purchase gems before actually having the mechanism to purchase gems is a bit tacky(especially without giving any trial gems). Otherwise, game quality is refreshingly good.
Thanks! I'm glad you like the game. I know it seems weird that we don't have the gems in yet, but we just wanted to get the game out there and see what people think. We will get gems integrated as soon as we can.
Great game, conceptually speaking. Didn't take full advantage of the branching narratives and complex dialogue that characterizes the best text adventures, but the mere fact that this game shows the potential for such things says volumes. You're doing god's work here.
+1 from developer. Good idea, gonna move this near the top of the to-do list.