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.
SUGGESTION: use a tooltip when you hover over the skill or potion box, not just over the little i in the corner.
We'll try clarify that, good point.
zeemeerman2 wrote:- How 'bout prayers and gods?
Haha, don't worry people -- gods are making it in, and we want them to be better than the freeware ones. We just hadn't refined them enough for the demo.

zeemeerman2 wrote:- Do the potions ever backfire? If a potion heals for 40%, don't just say it does mostly. Just say it does 40%.
I get what you're saying. I think the
Aliens reference was rather strained and weak anyway, so it could do with a good humour scrubbing.

zeemeerman2 wrote:- 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.
Several conversion-related visual/information effects will be revised including this one. For example ...
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.
... you actually can, it's just a little confuzzling at the moment -- if you click on the conversion "?" when you're inside the item pickup pane, it'll convert off the ground.

We'll fix that up soon.
zeemeerman2 wrote:- Boss drop items. The high value items.
Boss drops take up inventory space because technically everything in your inventory will have market value when the Kingdom goes into full swing: starting kits like your initial health/mana potions will be zeroed out, but everything else has value, no matter how small. So occasionally (and this will tend to happen late-game with a more developed Kingdom), you'll have to make a choice to convert one of the less valuable items in your inventory to make room for the much more lucrative boss head. We'll be putting an item's market value into its info pane for ease of reference.
We also want to keep room open for boss items having particular uses in special situations. Bonuses and stuff. Blah blah spoiler risk.

metroid composite wrote:I actually beat all three of the hard dungeons first try. It's the Normal Swamp that took three or four tries. (On one of the tries, Ssseth's physical defence somehow got set to 100%. Is this intentional, like "if you try to fireball Ssseth her defence goes up" or is this a bug?)
There's one or two ways that could currently happen, but I don't recall any of those methods being available in the Swamp. I'll try recreate your error and see what I come up with.
metroid composite wrote:ENDISWALL is...useable but not that great--
Glad you like the glyphs, will consider tweaking the wallbreaker (though its side effects as a level-clearance utility tend to become more important later

).
metroid composite wrote:And...Elf going from 2 mana per conversion to 1 mana per conversion? I...don't think I like that, to be honest. Math time!
Still thinking about that. It's quite possible that it will be moving back to 2, and I'll be using elf characters for the next while to test that.
metroid composite wrote:And...one final note--I'm...not actually that fond of the new art. Now, I'm a mathematician not an artist, so don't take me as an art critic worth listening to but...I think what's bugging me is that in the freeware I could at least pretend that several of the classes were female. Classes like Sorceror and Assassin and Tinker and Crusader had no obvious gender hints, and only a few classes were explicit in their gender (Gorgon female, Transmuter, Wizard, and Bloodmage male). The class portraits in the demo are of...well...ugly males. Don't take this the wrong way: they're very well-drawn ugly males. But...they're just not as appealing to me.
We actually want to get male and female versions of the characters into the final version, resources permitting.

metroid composite wrote:Interesting note: I've seen multiple copies of a glyph in a dungeon; especially the easy dungeon seems to have two copies of each of the glyphs it spawns. But I'm pretty sure I've seen some duplication in normal dungeons too (with two copies of BURNDAYRAZ). Seems like it must be intentional because it's so consistent, but it's just...weird; I guess it's there to train newbies "YOU SHOULD CONVERT EXTRA GLYPHS".
Easy dungeons all have glyph copies for the reason you mentioned (though it's also because introducing fewer glyphs at a time may be less overwhelming for newbies, we hope).
The wizard's +1 glyph is currently always a fireball to increase the chances of him finding it early (unless you're willing to fork out for the Glyph Magnet). Still trying to decide if players would value the increased fireball find chance or the overall "glyph spread" more, especially now that you've discovered the PISORF's extreme usefulness.

Whew, these are a lot of comments. I'm reading them all carefully, sorry if I can't respond to everything directly.
