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1: We could do that easily, I think.
2: Yeah, definitely need to implement that at some point.
3: Huho, yeah we need to add that. Generally speaking, we're trying to implement shortcuts for as many action as possible.
4: Interesting thought. This sounds tricky to implement / prone to bugs, so we'll see if this kind of request is common among players.
5: Yeah we could do that as well. Currently, shift-click can also be used.
6: Friendly fire is a spell-by-spell thing, which adds a level of depth to the game. Outlines are meant to warn the player of the good/bad outcome of a spell, but perhaps it does not glow enough.
7: It's a demo thing. The party's classes & stats are fixed in normal difficulty, otherwise the difficulty was too wildly varying. If you play in insane difficulty, you can re-reroll the party and get different classes combos & stats.
8: The real game is meant for the player to try all sort of classes combos. The player can recruit the characters they want and assemble their party as they wish. Much more classes will be added over time.
9: The UI will probably keep evolving over the next months or years.
10: Overtime, we'll push a lot more functionalities to allow the players to control character customization & development better, including a choice of skills on level-up, instead of it being random. In the campaign mode, there's currently also character upgrades, but we'll keep improving that as well. This is going to be one of our main upcoming focus.
11: Yeah, definitely need more UI feedback there, there's not even combat log info!
12: We probably should block resting while in combat, it's slightly abusable.
13: Will be shared in another demo!
14: Not completely sure if you had noticed the bars on the portraits, but you seem to have seen the thirst icon as soon as they popped in. We could add another overhead notification icon which pops in when a character gets thirsty, but the info might be redundant. The issue might be more of a needed reflex to check the bars, which gets acquired after playing a few hours. Will keep an eye on this!
15: Definitely ideas to dig into on the long run!
16: Completely agree, it's more of a work bandwidth issue. Drawing those sprites take a lot of time, especially since the animations have to be repeated in 4 directions.
Thank you once again for sharing your thoughts and cheers!
And fireball and meteor swarm are now hitting my party in tutorial tests.
Maybe my party members just got super lucky before and I didn’t notice the low damage aside from the burning while fighting and taking monster chip damage?
10: Exciting!
11: I think I was getting the notifications in the combat log on the spellbook one, but not on the giant, purple cauldron.
14: Well, ya, I noticed it, but others might not, and I had the UI set as low as it would go, as the giant player inventory was massively distracting when the UI scale was at its starting default.
It is likely maybe others won’t like the super big inventory screen up at all times, so they cut the UI scale down like I did.
Then, say their older and their vision isn’t as sharp as it once was, or they were just distracted, and happen to miss the surprise ‘Super thirsty’ debuff, I just foresee some angry down votes on release after a few people die from this; maybe the bigger notification can be a button you can turn off in options, but is on by default?
It should NOT do this for all applied debuffs, that would get very annoying very quickly, but for the perhaps unexpected ones when the party is not in combat and the player might feel safe, like the thirsty, hungry, or maybe surprise acid damage, it could be a very helpful feature, and it could help dodge some review salt as well!
Thank you for the response, and for the great game in the making.
I also couldn't close the inventory screen on multiple occasions. It filled a portion of my screen and was annoying. The hotkeys on the abilities were not clear.
Dialogue was difficult to notice. Very small type.
I see I've started with all of the bad. What's GOOD is the idea behind the game. This is exactly what I'm looking for: a real-time dungeon crawler that you can play in quick bites yet feel like you're managing a very tactical RPG. My favorite combat system ever was Dragon Age: Origins and this is designed in a similar fashion. I want to be able to plan out how the combat unfolds.
Please don't add arrows. No Idea how you could possibly get lost in the tutorial tbh it's layout is simplistic as hell.
Thank you for sharing your feedback!
Are you playing on a large screen resolution? I think that we may have an issue with texts being displayed too small on 4k and such.
Yes playing on 27" 4k