It's really rare to see a dev interact this much and react so quickly to feedback, and give constant updates about development plans. For that alone I went and got this, but it looks up my alley as well. It was also really cool to see you pop on that Mobcrush stream and talk about your design philosophies and such! For what it's worth right now, cloud saves are always a really welcome feature (which you mentioned during that stream). I hope it won't be too tough to add them, but I almost feel bad asking because it's clear that a lot of effort went into making a game this complex and gorgeous, and adding more to your plate is probably tricky...
Quest Yes, I have been going back to camp after every quest. Can still do patrols. Just won't load next quest. A journey begins. Just noticed it seems to have a placeholder description, last chapter " can also have multiple paragraphs apparently though I'm not sure how that's handles ins the code as yet. Will have to find out." 4am here, goodnight, hope this helps.
Yep ... that's the placeholder text for when there is no appropriate next quest. I'm trying to figure out where you are in the quests that caused you to see the place holder text. Is it possible that you've finished the 5 main quests? Was the last quest you played a battle against a Ratmen Lord with 2 swords and an Elder Wyvern / Dragon?
Same here. After I killed the Elder Wyvern (day 5) and then back to camp. When I tried to play the next quest, A journey begins, it stops loading at 34%. And it seems the only patrol ruins I can play is the map with two earth elements..
Okay gents ... thanks, that's what I was suspecting. Not to worry ... you guys just finished the main quests! Congrats! It's supposed to load to a level that explains that the main quests are done but more levels will be coming to continue to the story via an update. I just checked and that explanation level was omitted from the build. However, don't worry as soon as I add the next set of levels, you'll be able to continue from the save to those levels. So for now, build up your teams ... play some patrols and give me feedback on what you want to see on the next chapter.
I didn't notice what you said about patrols being limited to the two earth elementals. I'll look into that and make sure that's part of the fix as well. I figured it would just stop you from loading to the next quest and not prevent you from playing lots of different patrols. Sorry about that ... will fix as soon as possible.
Since I'm designing the new levels, can I get some feedback from the experienced players that have made it through to the end of the first 5 quests? Did you guys find quest 5 to be pretty easy? Was it a suspenseful challenge or was your party so strong that you were pretty much slaughtering the enemy without really breaking a sweat? Talk of archers with 13 attacks has got me thinking that I really need to increase the difficulty of quests 6 and onwards. Please tell me what you guys think and I will incorporate that into the new levels.
Hey guys ... also just a quick request. If you haven't left a review yet for the game, please take 5 minutes and leave a review. Preferably a nice one. Good reviews really do help to bring in new players, which in turn, helps to keep the game going. If you have concerns, please trust that I will do my best to address them via further updates.
I looked into it and fixed in my version. I realize now that I had this working but it was in a version that I lost just before release due to a hardware failure. I missed re-doing this part when I tried to recreate everything. Doing another build now to submit to Apple.
Hey guys, Just a quick question / poll. What would you guys like me to work on now? Option 1 - Work on more levels and getting the first content update released with the new undead content. Option 2 - More tweaks / refinements to UI and core game. Things like adding a "switch to next character" button and option to have camera move to the currently active player or enemy unit automatically. Perhaps inventory screen improvements or game manual / tutorial improvements? I'm open to both ideas. Just want to hear back from you guys on what you think is a priority.
Def option 2 for me. I haven't had much time to really dive in yet - kinda holding off for the camera improvements - so new content doesn't do much for me yet anyway. Since there is such a good amount of content already in the game, polish would help the game get players/reviews more than anything else I'd imagine.
quest Can only play the same patrol after finishing campaign. How do you take an in-game screenshot? A screenshot to show you the archers gear and stats replaces a thousand words. The campaign on normal is very easy as you get your characters to higher level when playing with ranged characters. 2 archers, 2 rangers, 2 gnomes, could be easier with six archers. One of my archers has 22 attacks, with the rangers buffing that increases to 24. There is probably still room for improvement gear wise. I can basically decimate or kill all the enemies with two archers, they constantly crit and one-shot enemies. Maybe limit classes to one, and must include three melee in team. No preference for development, as long as bug fixes are worked on.
If possible, I'd suggest specifying the +Attack to either Range or Melee so classes like Ranger or the Gnome can't double dip, and further limit it to just weapon slots. Just a thought.
Agreed. More levels can wait until the current ones are more navigable, and therefore more enjoyable.
No need ... I looked at the code and fixed it on my version. I'm submitting another update today to Apple. However, they will probably take a few days to approve it. However, once the update hits, it should allow you to continue that team from where you left off. So how exactly are you getting so many attacks? I'm guessing it must be from magic items? Would it make sense to just put a cap on total number of attacks a single warrior can have? Perhaps limit it to 5 or 6 as a maximum? Ranged attacks are pretty strong. I may adjust archers to have a longer range but perhaps lower critical chance or lower base damage as compared to melee attacks. Don't worry, bug fixes will always be worked on. I'm glad you guys were able to get through the main quests. Any feedback on particularly easy or difficult levels? I'd like to leave character selection open to the player so they can come up with interesting tactics and combos. Do you mind playing with a mix of melee, archers and wizards and let me know if the game is still too easy? That would help me understand if I need to tone down archers specifically or make the game overall more challenging on later levels.