flap wrote:Indeed. It was a way to say that there not much point commenting that. I do really love the background picture though, and am looking forward seeing it used at its full potential. (Would dungeon area appear as you progress ? Buildings being built when you unlock weird classes ? Building change shapes as you unlock more ? Ah, so much to do...)
Nandrew wrote:flap wrote:Indeed. It was a way to say that there not much point commenting that. I do really love the background picture though, and am looking forward seeing it used at its full potential. (Would dungeon area appear as you progress ? Buildings being built when you unlock weird classes ? Building change shapes as you unlock more ? Ah, so much to do...)
Yeah, most of that stuff is planned. :P
We think what most people are missing from this version (when compared with the freeware, at least) is a sense of goals and progression: unfortunately, that's just the constraints of the demo we're working with. Once the beta goes up, I think the game will gain some much-needed direction to motivate and inspire players more. The kingdom will also be a lot closer to what we intended, unlock heirarchies will be in place and a player's profile will end up with a lot more "personality".
It's great to hear all of the enthusiastic feedback so far, and I'm glad that people are patient enough to put up with temp graphics (particularly the single dungeon tileset -- I really can't wait to get more of those in either :P ).
zeemeerman2 wrote:Little question. Mouseovers. I didn't know what the potions did until I saw the little i at the bottom right corner giving the tooltip with information. That is because the glyphs do give information, you don't need to hover your mouse to anything. E.g. IMAWAL says "5 mana, petrify". That's enough to know what it does. I didn't know you can get extra information from a tooltip for a long time. It annoyed me since potions didn't give direct info at all like the glyphs did.
SUGGESTION: use a tooltip when you hover over the skill or potion box, not just over the little i in the corner.
- How 'bout prayers and gods?
- Do the potions ever backfire? If a potion heals for 40%, don't just say it does mostly. Just say it does 40%. I know you're trying to add humor, but please keep humor and statistics seperate. For the tower shield, a shield that was ironically never been near a tower, I had a good laugh. Since that doesn't say anything about the 10% physical resistance and is just flavour text, I don't mind. But please reword the potions to not confuse players.
- The conversion icon has a hover effect, so it looks like it is clickable, like a button. Yet it doesn't do anything. Other icons don't have hover effects, so there is no reasoning that they are clickable. I know it does something when you drag a glyph to it, but it looks like it can also do something when you just click on it without dragging something to it.
SUGGESTION: Remove the mouse hover effect when not dragging items to the icon.
- Boss drop items. The high value items. It's annoying to me having to destroy items to pick up the high value item, when it has no value in aiding me in the dungeon (it has no bonus stats, it would just fill up precious inventory space). You would only pick it up when you are about to leave the dungeon anyway.
SUGGESTION: Don't let the item count as an inventory item. Have an additional slot for the item or let it just disappear when picked up, letting the game know you have it (in the game code) but not showing up in your inventory. (like boosters also don't show up in your inventory, yet you still have them.) If the game auto-sells stuff from your dungeon, the value of the boss-dropped item will still count with it. If other items are destroyed and that only item is sold (something I can't tell from the demo), you can have the value in gold from that item, while not taking up inventory at the dungeon itself. You know what I mean?
Some annoyances I had there, but told only to make the dungeon experience for future players even better if dealt with.
Otherwise a great experience!
Herborist wrote:EDIT: Perhaps one of the devs can answer this - will we be able to convert glyphs without picking them up in the new version? We're not able to do so in the demo.
Herborist wrote:Furthermore, your ideas on boss drops are entirely without merit. You can take the boss item drops out of the dungeon and sell them; you CAN'T take potions or glyphs out of the dungeon. Assuming you somehow finished a dungeon with an abundance of un-converted glyphs and potions, there is no downside to spending all of 20 sec converting them away and grabbing the boss item.
- some of the classes are still too similar; wizard and sorcerer are too similar, same basic goals: stack MP, burn them down with fireball; sorcerers do auto-attack more, but that's a simple logic switch to make, not really a separate class in my mind