My 2nd character got Exp: -2147483648
for her first dungeon. She will never be Level 2.
Also needs some auto-restart dungeon.
Auto-Sell for items. Filter for items.
Also characters quite often get stuck in walls or pillars etc. and no restart / leave button so i have to reload and log in again.
Maybe some options to recycle items into new ones like many games have. Most loot is just trash.
Pathing is ... bad. Sometimes a dungeon takes up 10 minutes - why? Because the "hero" decided to ignore a single mob at one end of the dungeon and run all the way to the other end before turning back for that one damn rat.
Maybe i am not seeing it but dungeon level should also somehow tie to loot quality. I can spend a long time in higher dungeons to get trash items or spend a few seconds in level 1 dungeon and get 3 awesome items ... not very motivating.
Overall i like the idea but it needs a lot of work. And maybe a reset button for characters with Exp: -2147483648.
Thank you for the feedback. All great suggestions - for your first issue, I had seen that at one point and only once. I've been trying to recreate it on my dev environment again, but the time I did get that issue I just kept running dungeons with them and it flipped back to normal after a couple runs. Must be like an integer overflow thing that's coming back from the experience curve equation.
Dungeon quality will help with item quality, but it's in later levels. So right now there's 3 tiers of items and you start seeing those items first at level 15 dungeons, and then the highest tier items at level 35. I see what you mean though - there should be more gradual scaling instead of just pure random items.
For the leave dungeon and pathing issues - just updated today and it adds the exit dungeon button and I think I have a good fix for pathing issues. It's a hard thing to test because there's so many game state permutations that could cause pathing issues.
can there be a market price for items even if it is cheap, my inventory is full but i don't want to trash my items and the items i put on the market are too slow o sell.
Good game with potential. I suggest that the description of books include a description with the required amount of mana, not just the level. Currently, the amount of required mana can only be checked after equipping the book and checking your statistics. The generated maps should be a bit smaller because walking takes much more time than fighting. In your own inventory, it would be nice if you could sort items by type, just like in a supermarket.
Thank you for your feedback. This is great actionable feedback, I greatly appreciate it! The mana cost shown on the skills is a great idea and I think you're right. The maps are a little too big currently at earlier levels, but the higher the dungeon level you push the more guys that spawn. I plan on making more smaller rooms so the chances of getting some of the super large ones will go down.
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Just says unable to reach servic
Why won't it let me register? It keeps saying unable to reach service
Should be good now, haha. I literally just pushed a new update. Had to take down the service for a little.
My 2nd character got Exp: -2147483648 for her first dungeon. She will never be Level 2.
Also needs some auto-restart dungeon.
Auto-Sell for items. Filter for items.
Also characters quite often get stuck in walls or pillars etc. and no restart / leave button so i have to reload and log in again.
Maybe some options to recycle items into new ones like many games have. Most loot is just trash.
Pathing is ... bad. Sometimes a dungeon takes up 10 minutes - why? Because the "hero" decided to ignore a single mob at one end of the dungeon and run all the way to the other end before turning back for that one damn rat.
Maybe i am not seeing it but dungeon level should also somehow tie to loot quality. I can spend a long time in higher dungeons to get trash items or spend a few seconds in level 1 dungeon and get 3 awesome items ... not very motivating.
Overall i like the idea but it needs a lot of work. And maybe a reset button for characters with Exp: -2147483648.
Thank you for the feedback. All great suggestions - for your first issue, I had seen that at one point and only once. I've been trying to recreate it on my dev environment again, but the time I did get that issue I just kept running dungeons with them and it flipped back to normal after a couple runs. Must be like an integer overflow thing that's coming back from the experience curve equation.
Dungeon quality will help with item quality, but it's in later levels. So right now there's 3 tiers of items and you start seeing those items first at level 15 dungeons, and then the highest tier items at level 35. I see what you mean though - there should be more gradual scaling instead of just pure random items.
For the leave dungeon and pathing issues - just updated today and it adds the exit dungeon button and I think I have a good fix for pathing issues. It's a hard thing to test because there's so many game state permutations that could cause pathing issues.
can there be a market price for items even if it is cheap, my inventory is full but i don't want to trash my items and the items i put on the market are too slow o sell.
need a better inventory system for sure. hope one that can allow filtering and mass delete comes about
also a dungeon progress bar.
Good game with potential. I suggest that the description of books include a description with the required amount of mana, not just the level. Currently, the amount of required mana can only be checked after equipping the book and checking your statistics. The generated maps should be a bit smaller because walking takes much more time than fighting. In your own inventory, it would be nice if you could sort items by type, just like in a supermarket.
Thank you for your feedback. This is great actionable feedback, I greatly appreciate it! The mana cost shown on the skills is a great idea and I think you're right. The maps are a little too big currently at earlier levels, but the higher the dungeon level you push the more guys that spawn. I plan on making more smaller rooms so the chances of getting some of the super large ones will go down.