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Hm, I just went down the stairs, took a few steps. Something to the north exploded, but now I can't click on anything anymore (not the ground, nor my weapon or mushrooms). The only things I can click on are the C-button and E-button (last one says there are monsters nearby). Has anybody else had this problem?
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hmm, is it just me who is bad lucky or have those bookshelve been removed since last patch? cant seem to find a single one now o.o
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once i opened a big door with lots of monsters and i was just "OMG WHAT AM I GOING TO DO!!!" the i just killed the all xD REVERSE BABy #DumbWaysToLive
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passives don't work, mental fortitude never give the energy points even with the required skill level. spawning into rooms with ambushes is difficult to deal with especially on the first floor. it would be nice if there was an indicator for total bonus stats from items.
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The auto explore feature is nice. Hope to see more classes in the future and maybe something that will keep us from wanting to play over and over.
That 6th blank spot on the menu is waiting for a 6th class so that should be filled once I can figure something interesting out. I'd like to do something that isn't just a variation on the existing ones, so I'm hesitant to just fill it with something simple. Not sure that I can help you with the second problem, though I'll take it as a complement! Thanks for your feedback!
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Ok had my first game (was giving it 25 runs to fully feel it out) where level 1 didn't insta kill me. 3/5 until more balance work is done
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I keep getting slaughtered rather quickly from the bajillion archers and turbo bats that once they see me seem to be able to insta kill me.
Are there any perm upgrades for characters, as it feels a bit unbalanced.
Are you using your skill and talent points in the character menu? Otherwise all I can say is there are a lot of sneaky little tactics you need to learn to deal with different enemy types. Archers for example if you retreat around a corner and wait until they pop around you can hit them in melee range and kill them quite easily. Bats as well you usually want to wait a turn and let them fly into melee range then one shot kill them.
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Warrior: 'Here comes some archers, and I have no cover. I better use this handy scroll of teleportation.' *Teleports in between all of them* 'Uh-oh...' #DWID
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ring of life saving seem bugged, cant use it when i died, did gave me option of using it but when clicking that option nothing happen... appart that nice game, and necro seem a little bit op or at least much easier to play then other class , Life Spike + Cannibalize then run away, allways high health and rarely have to use mushroom for mp...plus, poison cloud take well care of those big crowd...
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lets compare three different magi:
1: pyromancer: you base scepter deal flat 3 dmg and you can somehow create AOE combo with fireballs and oil - if you manage to obtain so much energy for that.
2: storm mage: you base scepter flat 3 dmg again, you AOE need tactics to push moobs in lines and you have useless super long stun, because, you know, after you cast it - you run out of mana and base attack deal weak 3 dmg. and yeah, you can combo-wombo with water, which spawn very rarely - seems not every floor even have one.
3: necroguy: oh yeah! base scepter - 3 dmg and then 5-7 as DOT. and you can even heal yourself. and you can spend health to gain mana - to heal yourself after, and cicle it, and youre gosh damn perpetuum mobile. and you get simple AOE.
do we need to declare a winner?
Haha, that's a pretty good assessment. The classes are not supposed to be balanced in power, so I'm fine with there being 'stronger' classes. Maybe the other two casters could use a slight boost to their damage to offset the lack of DOT? I don't want them to feel completely useless even though I'm fine with them being harder than the necro/warrior.
Thank you! The associated magic stat will increase it though its a very small increase (won't actually add a point of damage every time). I didn't want the staves to become overpowered since they have infinite ammo. A good trick is if you can find some enchantment scrolls use them on your staff for a big boost in damage.
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maybe an option to use arrow keys for movement or move one space in the clicked direction. Many time I have moused over something to look at details or stats only to accidentally click and go running to it. Fun game though.
The game actually is playable by keyboard (forgot to list it in controls).
Numpad for movement (need a numpad to allow for diagonal movement) numpad 5 will wait the turn, T will allow you to target distant enemies. E for auto explore, C for character screen and 1-6 for using abilities.
Can't use standard arrow keys since diagonal movement is pretty essential.
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I'm liking the game so far, but I'm at Level 4, and am a Storm Mage, and I can't go down another level. Going down the stairs, the screen fades to mostly black but I can still faintly see the outline of the prior level's walls. It doesn't load Level 5, and I've restarted my tab, and then browser, and although it saves my progress, it doesn't move to the next level. Not happy about losing my character to a fatal bug :(
Looking into it, someone else has the same problem. If you've still got the save file could you go down the stairs again open up your browser console: right click-> inspect -> console and send me a PM with all the debug text.
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Note to self: Shooting a nearby firepot while standing in a middle of of an oil field may be hazardous to my health aka dumb-ways-I-died-#10
I was sort of iffy about it myself. I can at least give you the rational for keeping it in. I want to have respawning enemies because I like the idea of players getting ambushed from previously cleared areas. This introduces the problem of players grinding on early levels to gain lots of exp. Food fixes this by forcing the player forward. I like the mechanic of eating food to regain health and mana. This introduces a dilemma in which to save yourself in the short term you have to sacrifice a long term resource. Finally there are some good tense moments introduced where your rushing faster than you are comfortable in order to find food. I like these tense moments. I don't want the player to die from hunger just randomly because of bad drop rates so every merchant has guaranteed food. That rational may not satisfy you (like I said it was sort of a design trade off I wasn't 100% sure of) but at least I can assure you there are valid reasons for its inclusion. Thanks for your feedback!
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Just added Kongregate stat tracking. If anyone has suggestions for interesting stats to track I'd love to hear from you.
Just want to point out I appear to be in the lead for total deaths so you guys need to up your games.
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I wish the game would not keep getting me stuck so often in situations where no matter where I click my character refuses to move without any indication as to why.
Sounds like a crash to me, sorry about that. If it happens again could you PM me the error log from the browser console please. right click -> inspect -> console and just send me a big ol message with all that spam.
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Great game. Finished on my first run as a warrior; wasn't very challenging until the last few levels (no spoilers though), but fun nonetheless and definitely got the feeling I couldn't just rush through stuff.
One thing that would be nice though would be to get perks for finishing the game or even reaching a certain level, some kind of points gain like Cardinal Quest has. That would give the game a lot of replayability value. But overall still very nice and a lot of improvements from the first one.
Thanks for the feedback! Your now my number one example when people say: "Games to hard! It's impossible!". I haven't given much thought to end game achievements so that's something to think about. Does Cardinal Quests perks make the game easier essentially after you've won?
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Some general advice to those unfamiliar with roguelikes:
#1 Slow Down!
Roguelikes are turn based for a reason you should be carefully choosing each move you make especially when in dangerous situations. Even easy fights should be approached carefully in order to conserve valuable resources. Try to avoid rapid clicking and don't be that guy that dies with 5 healing potions in his inventory.
#2 Terrain and Position:
Pay careful attention to the terrain and plan your moves accordingly. Water, vines and other surfaces will cause both you and the monsters to be critically hit with every attack. Try to avoid getting surrounded and use walls and other monsters to block ranged attacks.
#3 Wait or Retreat
Passing a turn (by clicking space or your character) is the single most valuable thing you can do. Find defensible positions and let enemies come to you. Let them close into melee range so that you get the first hit.
#4 Use Your Items
RPGs have trained us to be overly conservative with our items. This is not going to work in a game with permadeath. Try to use your consumables before its to late, don't die with dozons of healing and escape items in your inventory.
#5 Be Prepared
Don't run around the dungeon with half HP. Don't descend to new dungeon levels with 0 energy points. Generally try to be prepared for the worst. Again you may need to consume some of those valuable items early to guarantee that you can survive the next ambush.