To The Grave: The Wildlands of Faenora

To The Grave: The Wildlands of Faenora

Menio Oct 14, 2024 @ 4:11pm
Demo Feedbck
I think SP should not reset per battle but carry over to the next encounter. Let the characters use their cool stuff more frequently.
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Showing 1-3 of 3 comments
kroket Oct 15, 2024 @ 11:10am 
I will contribute too:

* Maximum level only 50 but then again, although your level is 50 the max HP is still less than 900 for your MC.

*No matter how high your level, enemy even the weak one can still evade your attack. I got an MC on level 50 and a knight level 1, somehow the enemy attack is higher when they attack MC.

* Spell cooldown doesn't make sense, observing that the enemy is getting stronger pace is nonsense.

* The promotion, why would an archer promoted to cleric ?

* Earlier enemy even can knockdown your crew in 1 to 2 hits

* Level up is not that significan, no matter how high is your level, your enemy is always 10 times stronger than you

This is still pre-alpha so, it's aright.
2TG-Nathan  [developer] Oct 15, 2024 @ 9:03pm 
Hey! Thanks for playing the game! Appreciate your feedback - can you clarify one point for me?

You said that an enemy attacked you and does more damage to your level 50 hero compared to the same enemy attacking a level 1 knight? Do you have any more details on that? Video would be best if possible so we can figure out what the problem is there, because that shouldn't be possible (outside of something special like the knight blocking the attack or a critical hit or the knight having incredibly strong armor).

Thanks very much again! As you mentioned, this is an alpha demo, so we have a laundry list of elements that we'll be adding, tweaking and polishing as we continue our development!
GenericJosh Oct 18, 2024 @ 12:59pm 
I highly agree with the SP issue. For me, my main concern is the incapability to recover SP outside of battle. While I like that it adds to the challenge, having to include SP recovery items into the already very limited (3 Slots) inventory, plus using turn(s) to fill up, at most, 3 characters at the start of battle(s) is quite tedious.
It should be replenishable during the preparation phase.

I still want to play through the demo a few more times to observe the game much better but, so far, as much as I appreciate the interesting rogue-deck approach to a Tactics game, the overall gameplay is still mostly being problematic for me. Hope that changes after a few more tries at the demo.
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Showing 1-3 of 3 comments
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