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Some parts of it are but the limits of your gold storage seem waaaay too restrictive. You get a base 80 gold storage .. and some items to buy cost 600 gold or even 1000 gold for the textbooks. You can buy a max of 5 gold pouches (+80 each time), but they're size 2 so that comes out to 10 equipment slots. And by the very end of the game you only have 15 or (12 prior to beating the final dungeon). And honestly it seems like the size aspect of upgrades could just be dropped and absorbed into making certain items more expensive (because a Rosary being larger than a Gold Pouch being larger than a Kiln or a Spear isn't the most intuitive thing).
The item point system also seems to hit severe diminishing returns a bit too quick. The first couple of upgrades are significant, but pretty quickly upgrades start getting worth less than 1% and it isn't obvious beforehand that the dropoff is going to be that bad. Also the drops from dungeons seem a little weird. Beating a dungeon gives 1x lvl 1 item point. Killing a werewolf has a random chance to give 3x lvl 2 item points, so that's equilvalent to 30 lvl 1 item points. Yeah it's rng, but so unreliable but the variance there seems a little too big.
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Just to ad to the gold cost issues. If I want to become a beginner tamer I need 300 gold and 300 destiny. I have completed them game with a max gold of 265 and max destiny of 189... Seems like stuff is missing.
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> *Originally posted by **[beshpin](/forums/1066497/topics/1890707?page=1#13327049)**:*
> Just to ad to the gold cost issues. If I want to become a beginner tamer I need 300 gold and 300 destiny. I have completed them game with a max gold of 265 and max destiny of 189... Seems like stuff is missing.
You need to buy & equip more than one pouch to get higher gold amounts. I was able to get to 500+ gold so that I could buy some of the better equipment in the shop. Personally, I liked the challenge of figuring that out.
There's various items that allow you to increase destiny. Rune crafting (via training the life magic) and leveling up the reference guide book give lots of destiny points. I do think that there could be some balancing so that you can't easily finish the game without leveling up or maybe just level restrictions that require you to become a beginner tamer/figher/sorcerer before you can high enough of a level to defeat the different dungeons without good skills.
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> *Originally posted by **[elitegamerone](/forums/1066497/topics/1890707?page=1#13324525)**:*
> Some parts of it are but the limits of your gold storage seem waaaay too restrictive. You get a base 80 gold storage .. and some items to buy cost 600 gold or even 1000 gold for the textbooks. You can buy a max of 5 gold pouches (+80 each time), but they're size 2 so that comes out to 10 equipment slots. And by the very end of the game you only have 15 or (12 prior to beating the final dungeon). And honestly it seems like the size aspect of upgrades could just be dropped and absorbed into making certain items more expensive (because a Rosary being larger than a Gold Pouch being larger than a Kiln or a Spear isn't the most intuitive thing).
A high amount for the text books make sense to me. The first book is easy to get based on the school you enter & so it makes sense to me that the other books would be more difficult to obtain. Ultimately, because of the level up system for the pouches, you can easily afford 1k at higher levels of pouches.
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Fist off i just want to say i really like this game and its already well made and fun to play. I have a feeling that you"ll make being a tamer or warrior more interesting as time goes on. And combining stuff is really cool, like the fire and sword. but im worried id be careful not to make magic too powerful even though i went tamer most of the skills i ended up using were magic. So i would either make them less powerful or have a higher cost. i would also make the combination skills more interesting they cost a lot especially if you are using the same recourse for a different skill. The problem is i wanted to use the skill but it wasn't worth it really it wasn't more powerful then the other stuff i didn't use the flame sword cause it was weaker then just the fire ball and i only used the mad animal attack cause i felt i should i mean i did chose tamer. The only other thing that i would change is the max for destiny could be paced better i didn't really like having to learn stuff for the bow staff i didnt want to use it in my play through but i had to train in it just to progress through the story. it makes my choices feel like they mater less. I chose to learn the sword instead of the spear or the staff. Having to learn the staff after making that choice felt a little rail roady. Its a lot of work and dont feel the need to make it a thing but making sure every decision (like choosing tamer, sorcerer, or warrior) has a different outcome a different story with all kinds of cool quests. It makes a cool unique experience and adds a lot of replay value. After all of that i want to make sure that you don't lose heart. these were super nit picky so please dont feel like i didnt like the game. it is still a really fun game and i had a great time playing it those are just my critics. thank you so much for making this and continuing to make it. Keep up the great work! =D
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> *Originally posted by **[elitegamerone](/forums/1066497/topics/1890707?page=1#13324525)**:*
> The item point system also seems to hit severe diminishing returns a bit too quick. The first couple of upgrades are significant, but pretty quickly upgrades start getting worth less than 1% and it isn't obvious beforehand that the dropoff is going to be that bad.
One thing that is never mentioned in game is that the final upgrade for an item is considerably more powerful, a fixed +50% on top of whatever else it gets. This means that, for example
Wood Sword [L01/30] Attack: 4 (basic weapon)
Wood Sword [L10/30] Attack: 6.4 (+2.4, a 60% base improvement for a decent investment of 9 item points)
Wood Sword [L29/30] Attack: 7.9 (+1.5, a 39.75% base improvement, but for a whopping 19 more item points)
Wood Sword [MAX] Attack: 10 (+2.1, a 50.25% base improvement, incredible for a mere 1 more item point)
Or take the ★ Umbrella, which starts out a laughably weak weapon, but if you throw in 99 T1 item points, it suddenly becomes 35 damage weapon, better than the ★★ Stone Axe available in the same shop once upgraded (30 damage for 29 T2 item points), equivalent to the rare drop ★★ items (35 damage, but require 29 T2 item points / 290 T1) and better for a long time than the ★★★ Darkness Sword, at least until you fully upgrade it (45 damage, but requires 49 T3 item points, aka 490 T2, aka 4900 T1.)
And of course, the ★★ Pouch takes the longest (short of the aforementioned Darkness Sword, that took FOREVER), and trickles off in appreciable value around [L30/99], but if you grind until you have the 98 T2 points to throw in, it suddenly spikes to 200 gold per pouch. Very satisfying to FINALLY invest that last T2 point after hours of grinding and watch your gold cap spike up like that, and finally be able to afford everything in the game.
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the game was fun to play and the gui was very cool here are my suggestions:
-maybe cap the skill level at 100 and make them give a small bonus if you cap them like plus 1 attack or a max level in their respective abilitie
- in the dungeon maybe put filters on the combat log so i can see only drops or only damage
- let players know that leveling skills may unlock something
- add more stats like luck , crit damage multiplier , attack speed ,
- somethink like a bestiary where you can see all the enemys you have encountered , where to find them, what they drop
- balance item points and add a way to raise cap of those
- if you dont know how to introduce intermediate skill you can put like an evolution at level 10 for the primiry/begginer ones
- add filters for the general log
- maibe make it so that you dont start with 4 skill slot but with one and you can unlock more using skill points that you get by leveling skills or maybe with a skill tree that lets you get varius bonuses to the skills
- add evolution for skills like punch at level 100 could evolve in ( you have to choose one) strong punch/ fast punch and one deals more damege the other is faster and reset to level 0
- keyslot for consumable like medicene and sandwich like i click 1 on my keibord and it uses a medicene useful cause if you are in the dungeon youcant use them withowt changing interface
- an house sistem that gets unloccked at the dormitory where you have the possibilyti to place forniture that doesen make sense for you to carry around like the sandwich stall and the kilt and mibe some thinks like chests that let you have an inventory expansion , this can progress withbuyable house in the city of the school that are progressivly bigger and that may give varius bonuses
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