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And speacial thanks for "Added option to disable easter eggs if you like to maintain the serious tone". Not that I want to use it at all(atm), but pretty much every other developer just wouldn't care for that detail, even that it's rather easy to do. Smart move, keep it up.
Just big dual thumbs up!!
As for the changed gold mechanics, they came off better than I expected; changing the sacrifice shrines from blood currency to health was a good idea. That said, I think the blood fountain teleporter should cost health, too, rather than gold (and maybe even a percentile amount instead of a fixed value). Likewise I would like to see the gold idol repurposed to let players trade health for small coin.
Also the "Ready"-stone-plate could be made looking more like some Scandinavian runes or something more obscure, or maybe all 4 vertical plates could form some picture, maybe some random picture made of random parts each time. Anyway the plate is enough to identify person is ready =)
One flaw though, the human level progression menu part skips too quickly. What if each player had to press a button to confirm they are ready to move to evolve screen? You could make their Human hero to make some fancy move or stance to reflect that. Or maybe not, but there needs to be a pause.
Also, there is a limit to how many skulls there can be below the pillar. I know you can't draw infinite animation, but maybe when you reached the last one then it loops, showing skulls falling on the pile and rolling away. Maybe you could even display the number.
My main complaint would be that Human Heroes still seem a lot more powerful than the monsters. It all started with you lowering the monster health, maybe you need to consider rising it again.
That's it for complaints, awesome update and congratulations, Father! =D
Glad to see another update! :D
@TAPERATIVE sorry to hear that dude, but I guess that's just how it goes making a game for a lot of people, I try to keep all types of players in mind, but I'm always gonna displease a bunch of people who's tastes don't line up close with my own on specific details, I just have to trust my own taste and hope the whole package works for most people :)
It's a pretty standard (and pretty annoying) situation to lose that absolute clarity once I switch in the art over the debug text, or put in the character sprite over the debug collision rectangle etc, but for me this was a pretty important change, not just arbitrary visual flare.
Having the godly figure weighing up the monsters and bestowing them with power is important to me for the world and implied narrative, but I understand what you're saying. I have a few minor tweaks in my mind to retain a little more clarity, but essentially if it's not to your taste it probably won't be even with the tweaks!
As for the blood fountain costing health, our core purpose for the fountain is to help a new underpowered hero get his upgrades straight away if he becomes the hero for the first time late into a game, when the monsters are already very strong. For this end, we're already worried these heroes don't have enough health (having not had a chance to level up yet) so that's why we went with gold, even though bleeding him into the fountain for health would be thematically cooler, and might be a more interesting tradeoff for other heroes considering using the fountain as a simple shortcut.
@GreenFlame thanks for the ideas! Will have a think about that stuff for the ready plates when we do a tweak pass on the menu :)
I need to do more testing, but I'll have a look at putting more wait time on the Results screen if it seems too quick for people, and yeah I should pretty easily be able to draw a whole bunch more skulls to increase the maximum count beyond what you'd max out in a game :)
I have a tweak I've been playing with for the health balance, but haven't had a chance to explore it this update with the menu taking so long! This is something on our list to look into and do some testing with tho!
THANKS for the feedback and encouragement guys :) and don't ever stress about saying where you're not digging something- we might not always change it to suit your tastes, but we always listen and learn and that information is very useful for us, so keep the critique coming! (also the compliments because they make me feel good haha)
That's why I was suggesting a percentile health cost, maybe tied to player level, so it gets more expensive the further a player gets in the game; maybe with a free ride the first time you use a fountain. Obviously it can't be too obtuse a system, otherwise you might as well just have kept the hero blood mechanics in, but I feel like the game has already been simplified more than enough for beginners; sacrificing long-term challenge potential just to appeal to novices at every corner isn't gonna help the game's longevity.