-Great game!
-Documentation (# of levels tavern can get; details about each level. Same for every element)
-Great Potential!
-Recommends to add to your list:
-Move char up/down one (swap with above/below)
-Magic class! Healer is ok (but long grind) for Wisdom. Need Int class. Int is just skills pts (lame forced attribute), and some eq (but not enough dmg/speed to make it worth it)
-Need more Charisma skills! hp mult is not enough for this class. Make it a Bard and get more party enhance skills
-Equipment:
-Color-code items for rarity/power
-Comparison view against equipped on hover
-Scrap check Eq button and just make eq gray or red if can't use.
-Dbl-click to Equip and REPLACE existing gear
-Need more missions/dungeons/etc. Mid level 50s and my options appear to be a) game over or b) big fat grind to get impossible on all missions. More missions, Enemies!, items, etc. Make gap between end of game and rebirth/grind smaller than today's giant chasm
Love playing! Thanks Dev!
I am currently working on 3-4 more skills that will be mostly int and charisma based : )
More missons will be a thing in the future, i get that it can become grindy, but yeah, it's still in alpha, hehe
The inventory-equip needs a complete re-design, and that is the only way to get rid of the check equip button and actually make the check automatic, it's on the to do list but it's a lot of work
I don't really like the color-code for items idea, i really want items to feel like unique "items" and not a placeholder for tier and rarity upgrades, they are really just split in 2, which are the common basic ones, and the rare, more perculiar ones.
but if most of the people feels like that, i will take into consideration
Thanks a lot for your comment and appreciation! : )
P2Win all the way. And the "energy" system is horrid. Don't get people used to winning chests when they win a fight only to tell them that they don't have keys to OPEN the stupid things and therefore don't get them. Nobody wants to win something only to be told they don't get it.
This economy system is defunct (and lacks ingenuity). You shouldn't be able to pull off 50 kills with only 10 deaths and still only get 2XP and 25 currency just cause your team lost. Devs need to learn how to construct a proper economy system. + if you agree!
few bugs: 1) After last level, Next takes you back to level 1 (what, no end game screen? :)). 2) Even if you kill the last zombie with your last shot, it says "ran out of missiles" and you have to retry. 3) Need to wait longer for last missile to resolve. It said I had to retry even though the missile hadn't exploded yet and was on target.
It is obvious that some GREAT work went into this. The computer may take a bit longer than the noobs who can't build games would like, but all-in-all wonderful achievement. You certainly know your stuff! :)
I am currently working on 3-4 more skills that will be mostly int and charisma based : ) More missons will be a thing in the future, i get that it can become grindy, but yeah, it's still in alpha, hehe The inventory-equip needs a complete re-design, and that is the only way to get rid of the check equip button and actually make the check automatic, it's on the to do list but it's a lot of work I don't really like the color-code for items idea, i really want items to feel like unique "items" and not a placeholder for tier and rarity upgrades, they are really just split in 2, which are the common basic ones, and the rare, more perculiar ones. but if most of the people feels like that, i will take into consideration Thanks a lot for your comment and appreciation! : )