I managed to beat the boss. My main strategy was to prioritize HP (items that give +maximum hp, members with heal spell, weapons that return HP on kill).
It might be cool if you could buy potions so the party can heal themselves during a dungeon run.
One bug I noticed: one of my members had very low health, but managed to heal himself a few times during the battle so he was still on the battlefield with ~8hp at the end. But after the fight the member was dead. I guess he became dead at one point, and at the same time healed himself.
Almost too powerful on the first contracts but I may have been lucky.
My priest seems useful now so I guess you buffed the defensive spells.
I had a bug on an helmet stats where +12 maximum life was displayed twice.
from a UX point of view, I really wish we had small tabs along side the Tavern/merchant/etc… main title screen to easily navigate from merchant to squad.
Also, it’s still hard to me to compare items.
Maybe you should add a « equipped » tag to be sure about which one will be replaced.
I’m not sure about that as it may introduce too much noise but I’d like to have small icons on the left of my stats when comparing ( up/bottom arrow regarding value stats, plus/minus when new / removed effect )
I like the fatigue system be something is off for now.
I’m tempted to recruit new mercenaries but their level are too low regarding my current roaster so I don’t feel it’s worthy. maybe we should have more « only 2 levels below » choices.
I often recruit some additional mercenaries at the beginning but then the level gap versus my main roaster is too big so they are useless (ex: lvl 9 VS lvl 3)
maybe we should have a training camp to send one mercenary to slowly gain xp between missions.
Awesome! Thanks so much for checking the new update again and coming back with better suggestions and feedback! I'll be making more changes to the game based on these feedback. Love your idea of a training camp! I think that's a great way to close the gap between character levels.
Pushed a new game update and addressed some of the early feedback I have gotten so far! Thank you so much for trying out the game and sharing your feedback.
hey Danny. some feedback about the game I tested 2 days ago:
Introduction to formation /recrutement was not very intuitive.
Maybe recrutement should be the splash screen when starting a new game.
I wish we could tag an equipment as « deprecated / to sell »
Such equipment would be put at the end of the list with a subdued effect. I’m pretty sure that Diablo allows that.
Doing so They could be easily sold.
We could have a « sell all » option at the merchant regarding those items.
Overall, I feel that we are overwhelmed by not interesting equipments ( stats too low )
I understand that we should not have access to too much powerful ones too soon because it could ruin the balance of the gameplay but most of the times I am rewarded with equipments that I won’t even use because it match my current equipment stats or even weaker.
I’d rather gain fewer equipments or pay more expensive ones at the merchant but more powerful
I may have not play enough but defensive spells felt too weak.
The problem is that they use a turn to be activated and most of the times the benefit of having them versus attacking an enemy is not there.
For example, when enemies are at the verge of dying, I wish that my heroes attack them to finish the fight but then they are spamming defensive spells giving extra opportunities to the enemies to inflict damages to my squad.
The battle engine could be smarter and prioritize attack when an enemy HP are lower than X.
If I had to play more / pay for it, I’d like to have more interactions / impact / control to win a fight.
I would not change the « automatic battle » mechanism but give more option at the beginning of a fight:
Change the place of the heroes in the squad to put heavily wounded ones at the back.
Could be nice to have a behavior switch ( default: balanced ) for each hero and to change it to be more aggressive ( inflict more damages but defense is weaker ) / more defensive ( opposite ).
So we could adjust the behavior to adopt before the next fight depending the current HP of your heroes.
Would be great to have a consumable slot so you can apply something to a hero before the next fight ( HP potion, mana boost, strength boost…). we could unlock a second slot later.
Wow. This is such a wonderful list of suggestions. Thank you so much for taking the time to play and list out your feedback and suggestions! There's so much good stuff in here and I find myself agreeing with you on several things like the items feeling underwhelming/too many, defensive spells not being good enough (this is a sharp observation!) and behaviour switch is a great suggestion, and consumables is a great suggestion! I'm planning to add that next.
I'm about to push a new update to the game that may address some of the feedback (especially defensive spells being weak) but I'll defnitely be considering your suggestions and implement them in the next version of the game. Thanks so much again t-bowd! This is awesome.
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I managed to beat the boss. My main strategy was to prioritize HP (items that give +maximum hp, members with heal spell, weapons that return HP on kill).
It might be cool if you could buy potions so the party can heal themselves during a dungeon run.
One bug I noticed: one of my members had very low health, but managed to heal himself a few times during the battle so he was still on the battlefield with ~8hp at the end. But after the fight the member was dead. I guess he became dead at one point, and at the same time healed himself.
Great job on defeating the boss! I think your strategy is really good. Love your suggestion on buying some consumables. Will probably impelemnt that!
And thanks for sharing the bug! I'll need to look into why that happened. Thanks again for checking out the game!
One more thing: it would be cool to have a blacksmith area (similar to market) where you can upgrade your items, similar to diablo mechanics
yes! The blacksmith is one of the locked locations on the hub.
ongoing testing the new update!
Equipments are way better!
Almost too powerful on the first contracts but I may have been lucky.
My priest seems useful now so I guess you buffed the defensive spells.
I had a bug on an helmet stats where +12 maximum life was displayed twice.
from a UX point of view, I really wish we had small tabs along side the Tavern/merchant/etc… main title screen to easily navigate from merchant to squad.
Also, it’s still hard to me to compare items.
Maybe you should add a « equipped » tag to be sure about which one will be replaced.
I’m not sure about that as it may introduce too much noise but I’d like to have small icons on the left of my stats when comparing ( up/bottom arrow regarding value stats, plus/minus when new / removed effect )
Some values are ranges so not sure it would work.
Keep it up!
also:
I like the fatigue system be something is off for now.
I’m tempted to recruit new mercenaries but their level are too low regarding my current roaster so I don’t feel it’s worthy.
maybe we should have more « only 2 levels below » choices.
I often recruit some additional mercenaries at the beginning but then the level gap versus my main roaster is too big so they are useless (ex: lvl 9 VS lvl 3)
maybe we should have a training camp to send one mercenary to slowly gain xp between missions.
Awesome! Thanks so much for checking the new update again and coming back with better suggestions and feedback! I'll be making more changes to the game based on these feedback. Love your idea of a training camp! I think that's a great way to close the gap between character levels.
Pushed a new game update and addressed some of the early feedback I have gotten so far! Thank you so much for trying out the game and sharing your feedback.
hey Danny.
some feedback about the game I tested 2 days ago:
Introduction to formation /recrutement was not very intuitive.
Maybe recrutement should be the splash screen when starting a new game.
I wish we could tag an equipment as « deprecated / to sell »
Such equipment would be put at the end of the list with a subdued effect. I’m pretty sure that Diablo allows that.
Doing so They could be easily sold.
We could have a « sell all » option at the merchant regarding those items.
Overall, I feel that we are overwhelmed by not interesting equipments ( stats too low )
I understand that we should not have access to too much powerful ones too soon because it could ruin the balance of the gameplay but most of the times I am rewarded with equipments that I won’t even use because it match my current equipment stats or even weaker.
I’d rather gain fewer equipments or pay more expensive ones at the merchant but more powerful
I may have not play enough but defensive spells felt too weak.
The problem is that they use a turn to be activated and most of the times the benefit of having them versus attacking an enemy is not there.
For example, when enemies are at the verge of dying, I wish that my heroes attack them to finish the fight but then they are spamming defensive spells giving extra opportunities to the enemies to inflict damages to my squad.
The battle engine could be smarter and prioritize attack when an enemy HP are lower than X.
If I had to play more / pay for it, I’d like to have more interactions / impact / control to win a fight.
I would not change the « automatic battle » mechanism but give more option at the beginning of a fight:
Change the place of the heroes in the squad to put heavily wounded ones at the back.
Could be nice to have a behavior switch ( default: balanced ) for each hero and to change it to be more aggressive ( inflict more damages but defense is weaker ) / more defensive ( opposite ).
So we could adjust the behavior to adopt before the next fight depending the current HP of your heroes.
Would be great to have a consumable slot so you can apply something to a hero before the next fight ( HP potion, mana boost, strength boost…). we could unlock a second slot later.
Hope those feedbacks make sense.
Congrats for the current state of the game.
Very cool and nicely crafted.
Wow. This is such a wonderful list of suggestions. Thank you so much for taking the time to play and list out your feedback and suggestions! There's so much good stuff in here and I find myself agreeing with you on several things like the items feeling underwhelming/too many, defensive spells not being good enough (this is a sharp observation!) and behaviour switch is a great suggestion, and consumables is a great suggestion! I'm planning to add that next.
I'm about to push a new update to the game that may address some of the feedback (especially defensive spells being weak) but I'll defnitely be considering your suggestions and implement them in the next version of the game. Thanks so much again t-bowd! This is awesome.
Some gameplay, a little critique ;)
This is amazing and constructive feedback, thank you! I left a comment in your Youtube as well. Subbed to it too!