Yolk Heroes: A Long Tamago

Yolk Heroes: A Long Tamago

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14 Hours Productions  [developer] Oct 13, 2023 @ 6:09pm
FEATURE REQUESTS! (Help us fix our game?)
If you want something in the game that just isn't there and you think the game would be WAY BETTER if it was, tell us! Feel free to let us know. We can't promise we'll do it, but if the idea is good and it'll really make the game better...... well we just might!
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Showing 61-75 of 118 comments
Werti100 Jun 5, 2024 @ 6:59am 
Choice of accessory equipment is very basic and uninteresting... I think it'd be cool if you had a bunch of same priced accessories but each offered a different skill to match your preferred play style.

Right now it seems that there's only accessories that give 5/5/5 and never any skill... Honestly could drop the stat and have them purely give skills, would be much more interesting, and give the equipment slot a clearer purpose!
Last edited by Werti100; Jun 5, 2024 @ 7:15am
14 Hours Productions  [developer] Jun 5, 2024 @ 9:12am 
Originally posted by Space:
Now that a confirmation has been added to each purchase from the shop, could we have an option to buy multiples of an item at a time?

Working on that! We'll see how hard it is to do, but hopefully.
14 Hours Productions  [developer] Jun 5, 2024 @ 9:12am 
Originally posted by SugarSweet:
Loving the game now devs. Very good job. My last request is if you could be able to name your character something longer. I think the max character limit is 8 atm. 10 would be nice. Not a big deal, but I usually name all my characters my username.
Ooof, no sugarsweets! Heh, i'll see what i can do. it caused bugs earlier, but there might be a way. I'll look into it.
14 Hours Productions  [developer] Jun 5, 2024 @ 9:14am 
Originally posted by Phillakied:
Hope this wouldn't be too much to implement. The classes should have some sort of perk or benefit to the mini games. For example, if yolk hero is a mage they could have more time given to them during the potion making mini game.
That's really cute. I'll look into it, might be too hard, but it's a fun idea. I promise if it doesn't get it in it isn't for lack of it being cool. XD
Werti100 Jun 6, 2024 @ 6:46am 
Rare ores from the mining mini game are worth pretty much nothing... I guess the selling price should scale up to your current level? Because I got a RAINBOW ORE and it's only worth 75g. when I can kill 2-3 monsters and get more than that
14 Hours Productions  [developer] Jun 6, 2024 @ 9:54am 
Originally posted by Werti100:
Rare ores from the mining mini game are worth pretty much nothing... I guess the selling price should scale up to your current level? Because I got a RAINBOW ORE and it's only worth 75g. when I can kill 2-3 monsters and get more than that

Good point, i don't think it's something we considered. I'll look into the loot drop tables for the minigames and game progression next week.
Werti100 Jun 7, 2024 @ 10:09am 
Originally posted by 14 Hours Productions:
Originally posted by Werti100:
Rare ores from the mining mini game are worth pretty much nothing... I guess the selling price should scale up to your current level? Because I got a RAINBOW ORE and it's only worth 75g. when I can kill 2-3 monsters and get more than that

Good point, i don't think it's something we considered. I'll look into the loot drop tables for the minigames and game progression next week.
actually to be exact, my rainbow ore sells for 75, while I get 110 from a monster hahahah
maybe it should be a factor of the highest recent gold obtained from a monster? 10-15x times?
14 Hours Productions  [developer] Jun 7, 2024 @ 10:55am 
Originally posted by Werti100:
Originally posted by 14 Hours Productions:

Good point, i don't think it's something we considered. I'll look into the loot drop tables for the minigames and game progression next week.
actually to be exact, my rainbow ore sells for 75, while I get 110 from a monster hahahah
maybe it should be a factor of the highest recent gold obtained from a monster? 10-15x times?

We'll take a look at it. We're off for the weekend but back at it next week! Wish us luck getting a few of the last things balanced properly.
Werti100 Jun 7, 2024 @ 11:00am 
Would be fun if stats affected things more specifically than just damage, to give extra character and thematic to each stat. Hear me out!

STR: reduce damage taken, increase damage to attacks
DEX: increase hit rate, increase dodge chance, increase damage of perfect attacks (correctly timed attacks)
INT: increase spell damage, reduce spell cooldowns, increase buffs from items duration

The above bonuses could be scaled by factors so that depending on which class you play and it's targeted stats, the bonuses get scaled.

Primary stat factor (1x)
Secondary stat factor (0.6x) (only tier 2 classes)
Tertiary stat factor (0.3x)

example:
ARCHER gets STR, DEX and INT bonuses scaled as follows, (0.3x), (1x), (0.3x)
NINJA gets STR, DEX and INT Bonuses scaled as follows (0.6x). (1x), (0.3x)

This would give each class a more unique play style by default since the stats they focus also gives unique bonuses to certain aspects of the combat! Players can still consider levelling into the tertiary stat for its bonuses if they want to. example: I play Ninja, so I'll mainly level up STR and DEX, but if I use a dagger with a spell on it, I can consider levelling up my INT to make that work better! (even if the INT bonuses are at reduced efficacy, it might still give a winning edge)

Hopefully any of that made sense lol. I know it's probably beyond the scope of the game to give stats such a big rework but I figured I'd dump my idea and let it be!
Last edited by Werti100; Jun 9, 2024 @ 10:31am
14 Hours Productions  [developer] Jun 7, 2024 @ 1:59pm 
Originally posted by Werti100:
Would be fun if stats affected things more specifically than just damage, to give extra character and thematic to each stat. Hear me out!

STR: reduce damage taken, increase damage to attacks
DEX: increase hit rate, increase dodge chance, increase damage of perfect attacks (correctly timed attacks)
INT: increase spell damage, reduce spell cooldowns

The above bonuses could be scaled by factors so that depending on which class you play and it's targeted stats, the bonuses get scaled.

Primary stat factor (1x)
Secondary stat factor (0.6x) (only tier 2 classes)
Tertiary stat factor (0.3x)

example:
ARCHER gets STR, DEX and INT bonuses scaled as follows, (0.3x), (1x), (0.3x)
NINJA gets STR, DEX and INT Bonuses scaled as follows (0.6x). (1x), (0.3x)

This would give each class a more unique play style by default since the stats they focus also gives unique bonuses to certain aspects of the combat! Players can still consider levelling into the tertiary stat for its bonuses if they want to. example: I play Ninja, so I'll mainly level up STR and DEX, but if I use a dagger with a spell on it, I can consider levelling up my INT to make that work better! (even if the INT bonuses are at reduced efficacy, it might still give a winning edge)

Hopefully any of that made sense lol. I know it's probably beyond the scope of the game to give stats such a big rework but I figured I'd dump my idea and let it be!

Still interesting ideas. We'll look at them!
nevrknowsbst Jun 8, 2024 @ 8:02am 
I think it'd be cool to be able to set the pallette to "random" or so thats its using a different random palette everytime you start up. i want to see all of them but i cant be trusted to remember to change it lol
Werti100 Jun 8, 2024 @ 4:19pm 
quest event log could use some QoL. My level up notifs are always pushed down by monster kills. I think it'd be better and more satisfying it collapsed all kills while away into a single entry, something like:
"Beat monsters (x17)"

that would leave room for the player too see the level up or whatever more important notifs!
Last edited by Werti100; Jun 8, 2024 @ 6:20pm
Knight_Nin Jun 8, 2024 @ 9:28pm 
So, I've been thinking about stats and class changes and exp and I came to a conclusion. I want the ability to refund all of my exp so I can retrain my Yolk from base. Maybe a super expensive item from the shop that undoes all the results of training and gives back all the exp you've collected.

With that, you could effectively reclass your Yolk (provided you know how to get into each class) and not have a terrible stat spread that kneecaps your ability to clear content. In that vein, I also think the exp costs could be rebalanced just a little bit to allow two stats to hit the cap if you completely ignore the third. It's not ideal, but it would bring the maximum power of the hybrid classes in line with the pure classes.
14 Hours Productions  [developer] Jun 8, 2024 @ 11:39pm 
Originally posted by Knight_Nin:
So, I've been thinking about stats and class changes and exp and I came to a conclusion. I want the ability to refund all of my exp so I can retrain my Yolk from base. Maybe a super expensive item from the shop that undoes all the results of training and gives back all the exp you've collected.

With that, you could effectively reclass your Yolk (provided you know how to get into each class) and not have a terrible stat spread that kneecaps your ability to clear content. In that vein, I also think the exp costs could be rebalanced just a little bit to allow two stats to hit the cap if you completely ignore the third. It's not ideal, but it would bring the maximum power of the hybrid classes in line with the pure classes.

A few people have requested such a feature. I'll look into it, but promise nothing! (As always thank you for the suggestions.)
Sceizer Jun 13, 2024 @ 1:01pm 
A change I would suggest is that when queuing up another task it should check the energy the Yolk would have after all tasks have finished so your not stuck waiting for your Yolk to gain enough energy from sleeping to queue up more training.
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