Lantern Forge

Lantern Forge

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Valduric Jul 20, 2014 @ 10:20pm
Guide to FORGING THE ULTIMATE LANTERN
[Update Post Draft #4] - Expanded numerous sections, 60% completion.
[Update Post Draft #3] - Formatting fixed, added set item example.
[Update Post Draft #2] - Expanded itemization and progression
[Initial Post Draft #1]

Preface
This thread is an extremely detailed look at the game, it's current systems and how to improve it. If you enjoy RPGs, but you are too lazy to read the entire topic, skip to TLDR.

TLDR: Skip to 'Conclusion'

This game's developer, Slipsilk, follows the same vein of predilection as myself, developing a mix-mash of the two of the leading genres in PC games - RPG & Sandbox / Crafting. A good concept that borrows inspiration from ARPGs such as Torchlight, Diablo and their counterparts, along with crafting based giant, Terraria. This concept isn't new but has not been completely fleshed to it's fullest potential.

The game as it is right now is in a barebones skeletal shape, despite being an official release. Thus, based on my gaming experiences across a plethora of RPG genres from MMORPGs to Single Player PC games; I present you a comprehensive list of ideas that would expand the game to it's maximum potential that will satisfy your RPG and Sandbox itch, depending on Slipsilk's ability and budget constraints.

Discuss on what you agree or disagree and what you would add.

1. User Interface
The basics. From the get go, the current feel of the game is very 'indie' and rough all around, not just the edges.

  • 1a. GAME LAUNCHER
    In it's current form, the game launcher does not provide functional use other than to select the game's resolution and screen mode. There should be additional graphics options and if possible, integrate this page straight into the game menu. The background graphics and button design is also fairly simplistic.

    Launchers are usually utilised by large games with online patches, support and a comprehensive graphic settings that may require a client restart if already launched. The tooltip is also wrong, it should read launch game, we'd get to this in the next part in addition to the fact that there really isn't a need for one making it an additional redundant step to get into the game. Good effort on formatting to keep things aligned to the center.

  • 1b. GAME MENU
    This has to be one of the worst title menu ever. The user is immediately presented with a blank, black background with a poorly done logo of the game. Buttons are strewn randomly in a straight line at the bottom with an oddly misplaced X on the upper right.

    It's obvious there wasn't much effort put into this due to a lack of proficient graphics designer, perhaps a one man team? Going by Slipsilk's experiences with games such as Terraria and Torchlight 2, he should know this isn't an acceptable standard, even for an indie title. Another note, the green arrow to create or load the save file is also the exact same button and tooltip as in the launcher.

    A point for the moderately well done save game menu.

  • 1c. IN-GAME
    The crafting window could do with an overhaul, items categories should be redone. An example would be when right clicking the iron anvil, copper and iron items should be seperated into sub categories.

    - Tier 1: Copper - Copper Sword - Copper Axe - Copper Hammer + Tier 2: Iron

    The crafting tabs / categorization is also badly done. On top of the clunky interface, alot of the text barely fits into the tab boxes. The upper section of the crafting menu is also unnecessarily convoluted and only serves to further complicates things. Players should also be able to zoom in and out with the mouse wheel.

    In addition to that, another much needed feature that would add another level is the minimap and full map. There are alot more points that the UI could improve on, but I assume that would require an artist which seems to be lacking.

2. Economy
The economy in Lantern Forge right now is static and boring. Items have a fixed price and can only be gotten from exploring. The viability of farming is extremely low compared to the selling price of the loot obtained from dungeons and ore mining. With the large variety of food, they are currently underutilized and many would always skip the hassle due to the large amount of time required to till, harvest and replant the produce, only to reap a small amount of copper coins from selling the final product.

Copper coins on it's own right now is also very weak in terms of buying power due to the lack of item variety it can purchase. At all times there must be a higher demand than supply for the game's virtual economy to survive. This means that there must be a large amount of items and services (and a gold sink) the player desires to purchase, but a controlled amount of money that can be earned through various means. Which is most efficient is up to the player. In addition to that, there has to be additional gold sinks to offset more efficient and richer players to splurge their wealth.

  • 2a VIABLE FARMING
    Some solutions to making farming more viable is to implement more upgrades for hoes. Low level hoes have extremely long harvesting efficiency in comparison to clearing low level depths of dungeons for their paintings and copper / iron drops.

  • 2b. COMMODITY EXCHANGE
    A simple market that is any venue of option for the player to accumulate wealth. Rare and exceptionally rare commodities, food ingredients, crafting materials etc. can be bought and sold here. Sometimes for alarming rip off prices, sometimes for dirt cheap. Each settlement, including your own will have a commodity exchange building where the player can do their transactions.

    Variables on fluctuating prices:
    Tax
    Supply
    Demand
    Biome (A village living in a snowy biome could have higher chances of having icicle in supply, and cheaper at that)
    Population

    This feature would tie in with multiplayer extremely well (though that is a far fetched thought).

  • 2c. TRADING WITH RIVAL SETTLEMENTS

3. Town Management
The Town Center is a solid idea and something that needs to be further expanded upon as the shining gem in this sandbox.

  • 3a. TOWN CENTER OVERHAUL
    The town center can be further upgraded and benefits granted based on the following factors:

    Safety
    Renown
    Resources
    Population

    Expansion levels
    Hamlet -> Village -> Town -> City -> Metropolis -> Empire -> Civilization

  • 3b. SHOPS EXPANSION

  • 3c. NPC INTERACTION
    Gambler
    Love Relationship
    Plotline

  • 3d. HIRING WORKERS

4. Progression
The character progression requires a serious overhaul as cracks in its current iteration start to show once the player reaches iron and titanium onward. The game becomes too easy, especially when paired with the weak combat. The major points that ensures continuity and replayability in an RPG is the entertainment value in building your character to godhood through farming or grinding to achieve that end and exploring various builds along the way to experiment what works, what doesn't, and what is enjoyable for the player.

  • 4a. STATUS EFECTS
    A good inspiration to draw from would be Diablo 2 and 3. The lack of status effects severely limits the combat system, rendering it a simple mash left click system. Adding in a variety of effects will add a level of depth to itemization, skills and much needed complexity that RPG gamers have come to love.

    Some examples of status effects.

    Burning - Set on fire, damage over time. Frozen - Frozen, unable to move. High chance to shatter on impact. Chilled - Movement speed slowed. Stunned - Stunned, unable to perform any action. Bleeding - Wounded, damage over time. Cursed - Reduced attributes. (Cursed Weapons in Itemization section) Silenced - Unable to cast magical spells, passive abilities still function. Feared - Unable to control unit action, running in fear. Disarmed - Unable to attack with a physical weapon, spells that do not require a weapon can still be casted.

  • 4b. ATTRIBUTES & LEVELING
    Leveling up should serve a purpose and act as a milestone that the player has achieved. There should be a noticeable growth in power and sense of achievement as the player takes a nibble of the carrot on the stick (along with itemization).

    The current rate of leveling, attribute points gained and stat improvement per point is imbalanced. Experience gained when fighting monsters of the same level is ridiculously high, and attribute points accumulated can reach absurd amount due to farming for levels with proper execution and simple knowledge of the current game mechanics.

    When allocating points into the respective attributes, the secondary attributes barely go up - only after many points have been invested. Points should matter more and the rate of experience gain should be re-balanced.

    Monsters and equipment should be given a level range as well. You might be wondering, but what if I manage to cheese my way behind a door and kill level 50 monsters for a drop or mine mithril ore at level 1? I should be granted the right to use it.

    Right and wrong at the same time. In the first place the profession system and new leveling system will deem it impossible for you to even mine or damage the monsters due to the high miss rate and lack of proficiency in the mining skill.

  • 4b. ii. REBIRTH
    Players should not be lim

  • 4c. PROFESSIONS & PROFICIENCIES

    Professions
    • Mining
    • Woodcutting
    • Enchanting
    • Farming
    • Herbalism
    • Cooking
    • Blacksmith
    • Weapon-smith
    • Leatherworking
    • Tailoring

      Proficiencies
    • Sword
    • Axe
    • Hammer
    • Archery
    • Magic
    • Running
    • Taming

  • 4d. TITLES & ACHIEVEMENTS
    Titles are another set of unlockables / collectibles that rewards the player. They can have a myriad of effects, both positive and negative to offset one title being the most beneficial.

    Below is a small list of ideas, many of which I have left out as more can easily be thought up.

    Obtainable by
    Killing a specific boss Crafting levels Farming levels Level cap Completing random events Obtaining rare ingredients Completing equipment sets Crafting exceptional equipment Successfully enchanting a equipment Rebirth level

5. Exploration
  • 5a. DUNGEONS
  • 5b. RARE MONSTERS
  • 5c. BOSSES

6. Building
Creating the ultimate dream home of your fantasies, furnished with your special function rooms, equipment and entertainment lounge. A strong foundation in building options and customization will seal the deal in extending a game's lifespan.

  • 6a. BUILDING OPTIONS
  • 6b. CUSTOMIZATION
    Roofs

    Floor Tiles

    Floor Tiles

    Walls

    Decor

    Texture Browser

  • 6c. MOOD METER
    Ever tried The Sims? The player is affected based on the decor and ambiance of the room he is in. When the character is in a good mood, his ability to perform increases. In this case the chance to craft a better item is increased.

7. Itemization / Crafting
The limited nature of itemization currently in the game is a fundamental design flaw. Take for example the weapon/armor shop. Due to the limitations of options, only the same few basic items can be sold - items of the current tier and next tier, with a few green rarity enchanted variants.

After awhile, there just isn't a need to visit the shops at all or excitement from finding rare drops. Farming Tomes of Enchant and using them on the current tier item is way too efficient and simplistic a system that finding new equipment become useless eventually.

  • 7a. RARITY
    Rough example using conventional rarity system.

    Legendary (Fixed properties with some random properties of higher rolls and special effects)
    Set Items (Fixed properties of higher rolls with set bonuses)
    Epic (+4 Random properties of higher rolls)
    Rare (+3 Random properties of average rolls)
    Uncommon (+2 Random properties of average rolls)
    Common (+1-2 Random properties of low rolls)
    Junk

    Epic purple weapon
    Fiery War Axe 82.5 DPS Damage 20 - 35 Durability 50/50 A.Spd 1.5 1-H Axe Strength +13 Crit. Chance +5% Enchantment: Blazing Price: 1300

  • 7b. ITEM TIER
    Hierarchy order of itemization.

    Item Tier | Item Level | Item Rarity

    What does this mean? Firstly, each item tier has a level range. For example copper can reach a level range of 1-20, iron 15-25, titanium 20-35 and so forth.

    Why would the levels overlap? This brings item tier into play. A level 20 iron sword would be more powerful than a level 20 copper sword in terms of raw DPS for the random dice roll when damage is rolled on item drop.

    An epic level 20 copper sword however, would be more powerful than a level 20 common iron sword despite having a lower damage range, simply due to the beneficial properties that an epic level item can possess.


  • 7c. ITEM SETS
    Self explanatory. Bosses should drop unique item sets.

    Set weapon

    Serrated Left Blade of the Devout 106.25 DPS Damage 30 - 55 Durability 150/150 A.Spd 2.5 1-H Sword Strength +25 Parry Chance +5% Set: Devout Blades Serrated Left Blade of the Devout Serrated Right Blade of the Devout Serrated Helmet of the Devout Serrated Pauldrons of the Devout (2) Piece: Attack Spd +20% (3) Piece: Crit. Chance +10% (4) Piece: Blademaster: Chance to spin around and deal 10% of physical weapon damage to enemy in 300 radius. Price: 5500

  • 7d. UPGRADING & ENCHANTING

  • 7e. ITEM CRAFTING

8. Exploration & Combat
When a procedural world generation is implemented at its core, the world is bland and simple. Random variables in each chunk that is generated ensures high player interaction and entertainment that adds to the game.

The surface world will benefit from a large amount of new variables that are rolled in each chunk to further complement the gameplay features.

Topped off with the fact that at the heart of a strong ARPG feature is customization and visceral fast-paced combat that draws the player in. The current skill 'tree' is non existent and would benefit from a redesign using aforementioned status effects and tie in with more dependent variables.

  • 8a. SKILLS

  • 8b. RANDOM EVENTS
    As touched upon various times in this thread, this random events will replace your typical questing in an RPG. The driving force in this game can prevent the game from being stale and leave players wanting for more, hunting for that specific NPC or boss to appear.

    • Rare enemies (covered 8c.)
    • Rare Merchant
    • Gold Treasure Chets
    • NPC Tasks
    • NPC Event (i.e. an injured wandering mercenary)
    • Combat Challenges
    • Profession / Proficiency Challenge (rewards appropriate item or skill increase)

  • 8c. RARE MONSTERS

  • 8d. RARE NPCS & MERCHANTS

9. Polish
This section will attempt to address the various complaints, bugs and hindrances that the player encounter. The aim is to stomp these out to prevent them for ruining the experience of the game, leaving the player frustrated.

  • 9a. CLUNKY CONTROLS
  • 9b. DIFFICULTY & BALANCE
  • 9c. TUTORIAL
  • 9d. MOVEMENT & CAMERA

10. Additonal Systems
These systems are fluff that are nice to have and add another layer to the experience, constantly keeping the game fresh and providing an alternative source of progression and goals.

  • 10a. TAMING & PETS
  • 10b. MISCELLANEOUS ITEMS
  • 10c. MULTIPLAYER

11. End Game & Replayability
This is a major roadblock and ultimate objective of any sandbox game and a fundamental design question any game developer would ask, of any genre. What is my game's end objective? If it is a sandbox, what tools and systems should I provide to ensure longevity and replayability?

When a game is released, it can either be a long lasting game, or a short campaign run. What defines a good sandbox game in many large successes is it's multiplayer and consistent progression in any shape or form. Take Minecraft or Terraria, they have an extremely long lifespan with multiplayer (MP) and extremely large sales volume. MP opens up possibilities for players to invite friends who invite friends.

I can guarantee that if these systems are implemented, the playtime of this game can reach thousands.

  • 11a. REBIRTH
  • 11b. EMPIRE BUILDING
  • 11c. GOD-TIER ITEMS
  • 11d. MULTIPLAYER
  • 11e. PLAYER VS PLAYER

Conclusion
This is what the game experience will be like.

You start the game with your newly created character and you are thrown into this lush open wilderness of resources. Messing around, you complete the tutorial and get your bearings, crafting your essential tools to start building your shelter. You choose your professions to work towards and type of combat archetype you desire.

Soon, you come across a unique named monster and defeated him with the aid of a wandering mercenary and a level 3 epic axe, a ruby and a modest sum of money drops. Would you share the spoils with the mercenary or turn around and kill him for his loot?

Your journey of freedom and choice continues as you grow in power, you work towards building your impregnable fortress from the little shack that you started with. You enact a town center that soon grows to a village, and emerges into a prospering civilization of which you have dominion over.

Along the way you meet mysterious wandering merchants with holy and cursed items, trade with neighboring towns, control the commodity market, declare war and plunder unfriendly settlements.

Delve into the depths of the earth and conquer dungeons and their bosses. Craft and upgrade artifacts of power and furniture from the rare spoils of loot they drop. Your hero has developed into a level 50 vulnerable leather armored dual wielding swordsman, with precise critical strikes and high parry chance.

Your combat style is to cast your self-buffs and enter the fray with a flurry of attacks and dashing moves and abilities that disorients targets in front of you while disregarding the danger that might cripple you from behind.
Last edited by Valduric; Jul 21, 2014 @ 9:26pm
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Showing 1-15 of 25 comments
FroBodine Jul 21, 2014 @ 7:01am 
This is a very good post, Axellion. However, I don't agree with the hostile subject. It will turn many people off, possibly including the developers, and put them on the defensive just by the subject title alone.

I agree with much of what you are saying here. This game needs a poop ton of balancing and UI improvements to really make it a complete game. In my mind, it is quite fun, but incomplete and very poorly balanced. Food being the top unbalanced mechanic as far as I have played so far.
Last edited by FroBodine; Jul 21, 2014 @ 12:06pm
Slipsilk  [developer] Jul 21, 2014 @ 7:14am 
I wrote a bit post to reflect some of what you had posted but feared that I too might have also been too aggressive. I really like a lot of your ideas and agree about polish and such.

I disagree with your statements on the launcher and title screen and unless you can actually provide some artistic reasons to why you think the Title graphic is so horrible...then me being the artist with 30yrs under my belt, I can lay down all the theory, technical and artistic terms I want and easily prove you wrong but I won't.

Please try and keep your posts less volitile if you wish to be properly recieved. For writing such a huge post, obviously you care enough about the title to think this all out so I thank you for that.
Valduric Jul 21, 2014 @ 7:26am 
About the launcher, that's just a minor issue and I wasn't attempting to insult. But touching on that subject briefly, regardless of the experience, it is the consumer's perception that matters. I have spent about 5k USD on games and tried almost every single title out there in the past decade ranging from indie MMORPG to the triple AAA MMORPG titles and RPG games. So I'm basing my opinion on that, not in any artistic rule sense.
Last edited by Valduric; Jul 21, 2014 @ 8:04am
Wayfaerer Jul 21, 2014 @ 7:28am 
I'd love to see the develops add a last click function behind the scenes. So if I click on a monster and hold the button down my dude moves to their opponent and commences attack even if the mouse cursor is no longer over the tiny scorpion.

As it stands they usually get in one or two cheap shots before I can orient myself and commence melee pummelling.
CrankySmurf Jul 21, 2014 @ 8:14am 
Axellion, I do agree with you on most of these points. I think the game is great and a ton of fun. I think if this were listed as early access, my expectations would have been in a lot different.

Slipsilk, I could see how you would feel offended/defensive based on the feedback. The these is a positive one though.

This is a great game with massive more amounts of potential. Please dont give up on it! Thank you for all the hardwork!
Last edited by CrankySmurf; Jul 21, 2014 @ 8:15am
Valduric Jul 21, 2014 @ 10:58am 
The game is really fun for a few hours, however it dies off once you get to iron/titanium as the difficulty fades and the notion that there isn't much to achieve after that. This is mainly due to the lack of depth in the progression systems that have been implemented and can easily be resolved.

Easier said than done though, the amount of content and man hours to even incorporate a fraction of the gameplay features I listed is immeasurable. This little compressed carbon could become a finely cut diamond jewellery with large sales and critical acclaim. But it's already in released state, so I am unsure of how far this title could go right now.
FroBodine Jul 21, 2014 @ 12:10pm 
Originally posted by Axellion:
This little compressed carbon could become a finely cut diamond jewellery with large sales and critical acclaim. But it's already in released state, so I am unsure of how far this title could go right now.

This is what I am concerned about, too. I know the game has been out only for a few days (on Steam), but the developers constantly tell us they are working on enhancements, game balancing, and bug fixing. However, they say absolutely nothing about when we can expect to see something. Even a patch to fix bugs, or a couple of the most requested features. I hope they give us a timeframe for release sometime soon.

I have recently purchased quite a few indie games, and some of the developers are putting out updates twice a week and more! I hope these guys stick to this game, and actually do give us updates rather soon.
Slipsilk  [developer] Jul 21, 2014 @ 12:15pm 
It was a pretty busy weekend, I was easily doing 10hr days on forums and taking with people and so on. Hazden pretty much the same. There is only two of us, one programmer and one artist so unfortunately it is gonna take longer then any of us would prefer however we are working towards a patch that will come out very soon addressing the most serious issues and then we'll work out way out from there.

I'll admit I get excited about ideas and features and things we'd like to add however it's very time consuming so as sales continue we will hopefully be able to get more help to complete things faster. For now I can only thank you for your patience and understanding. But know that we are here and are working towards updates.
CrankySmurf Jul 21, 2014 @ 2:36pm 
Axellion, props for changing the name. I think you have a very good looking thread with a good handle on where most would like to see the game evolve to.

I would suggest, much like the title says, turn this isnt the community voice. I think the dev's have heard, now lets (we the community) use this to create a master list. As I'm sure everyone is awar, there are Great ideas, Good ideas and some questionable ideas floating around the forum. Why not compile them?

Lets help cut down on the 10k threads the 2 devs need to go through into one very readble post! (Just a suggestion)
Last edited by CrankySmurf; Jul 21, 2014 @ 2:37pm
Pops Jul 21, 2014 @ 3:24pm 
Well, i haveta post on this one...Axellion, you and FroBodine are basically living in a fantasy world yourselves. This is a 10-dollar game, and for that price its OUTRAGEOUSLY awesome. With ZERO fixes you got your money's worth if you played it for two hours WITH BUGS. Its the price of a burger combo at the drive-thru. As a game player for 37 years with 10's of thousands of dollars invested, I ask you to think about perspective. You're spouting fairy tale game play ALA Diablo 2 requiring a Diablo 2's budget. Get a grip! This is a two-person dev house that made a super enjoyable little game - one that plays FANTASTICALLY for the price. Don't expect much more than bug fixing...dont expect AVATAR. If they give some of it to you based on their passion, you came out AHEAD. I like what these Devs have done and I applaud them for the final product. If they decide to do another, I'll be standing there with my wallet open, because they've proven themselves capable of crafting FUN. As far as I'm concerned, your GUIDE isn't even a guide - its a wish list for another game you want to play and provided very insultingly. I applaud them for even replying to you.
Nibiru Jul 21, 2014 @ 4:40pm 
I agree with everything Pops said... (and) This small 2 person Dev team has created a wonderful and fun little crafting / combat game that's totally worth more than $10. I would have gladly paid more, so I hope once the game is released they will stick a bigger price on it for all their hard work.
Last edited by Nibiru; Jul 21, 2014 @ 4:40pm
JoeShmo Jul 21, 2014 @ 5:10pm 
Originally posted by Slipsilk:
I wrote a bit post to reflect some of what you had posted but feared that I too might have also been too aggressive. I really like a lot of your ideas and agree about polish and such.

I disagree with your statements on the launcher and title screen and unless you can actually provide some artistic reasons to why you think the Title graphic is so horrible...then me being the artist with 30yrs under my belt, I can lay down all the theory, technical and artistic terms I want and easily prove you wrong but I won't.

Please try and keep your posts less volitile if you wish to be properly recieved. For writing such a huge post, obviously you care enough about the title to think this all out so I thank you for that.

I believe the important differnece is that the aesthetic design and quality of detail of the graphic elements themselves are completely fine, the execution and design of the menu layouts is something you see with a first semester student in computer science or multimedia productions.

There is no need for there to be an { X } to close the game. This is confusing closing a "windows" window with exiting the game. This might seem like arguing semantics, but under design, you are confusing two fundamental ideas and trying to interchange their meaning. As for a reasonable example, 99.99999% of games use an [ Exit Game ] button, rather than a [ X ] .

This moves onto the use of [ =====> ] arrow buttons. There is no clear understanding of what these do, other than to flip through pages of a "book". In the context of menu design, this only makes sense if there is "more" of a relevant information that is spread out over multiple pages, like graphical options, text, pictures, etc. Using it as an "artsy" form of progressing between menus is fine, if the context and theme of them fit together. The menu itself does not present itself as an aesthetic theme, like a book, so trying to impliment menu dirrection with random "neat" buttons is just being random in the context of what is apparent on the menu. Having sword buttons on a super mario menu ...while the most awesomely drawn swords imaginable..does not fit in the context of super mario bros.

The arrows also have no wording on them, including all of the other menu interaction buttons / sliders, so it leaves the user to just guess what they do, and only through trial and error is the intended purpose clear.

First semester computer science students make calculators in visual studio with the same layout design as what the game launcher and main menu provide, they just happen to not include detailed background graphics or buttons (unless a student incorproates them into it ). It may be functional for the game, but it does not show much "intermediate / advanced" design or layout with how its implimented.

I find it very hard to believe that the menus were designed by someone with many years of experience in the field. The artistic quality of the background menus and buttons themselves, show some form of training and experience, and thought put into them, but the underlying construction of the menus themselves could have been done with Microsoft Paint and Visual Studio, or done entirely in Flash, in an hour with someone familiar with the programs, minus the quality of art used.

One could replace the artwork with anything downloaded form the internet..and it would serve the same purpose and be just as awkwardly used.

I just dont see how someone with 30 years of artistic background could believe those menus to be visually pleasing, cohering, and mechanically sound.
Last edited by JoeShmo; Jul 21, 2014 @ 5:11pm
NecroPotato Jul 21, 2014 @ 5:28pm 
Originally posted by Nibiru1221:
I agree with everything Pops said... (and) This small 2 person Dev team has created a wonderful and fun little crafting / combat game that's totally worth more than $10. I would have gladly paid more, so I hope once the game is released they will stick a bigger price on it for all their hard work.

ummm the game is released. but I'm sure the Dev's would not mind you sending the xtra money you would pay for the game. So when you do please let me know how much extra you sent them :)
Calruin Jul 21, 2014 @ 5:37pm 


Originally posted by JoeShmo:
Snip

So to sum up that long post. What you're saying is that the layout isn't very well done and it is hard to understand why someone would use an "x" when they could use a button labeled exit. Is this because it was hard to figure out? Also figuring out how to start the game was confusing as well.

The entire layout is to me very self explanatory. So much so, that you don't have to worry about translating some of those things. Why over complicate it? Personally I like the layout and don't feel that it needs changing.
Voidfox Jul 21, 2014 @ 5:40pm 
Originally posted by Slipsilk:
It was a pretty busy weekend, I was easily doing 10hr days on forums and taking with people and so on. Hazden pretty much the same. There is only two of us, one programmer and one artist so unfortunately it is gonna take longer then any of us would prefer however we are working towards a patch that will come out very soon addressing the most serious issues and then we'll work out way out from there.

I'll admit I get excited about ideas and features and things we'd like to add however it's very time consuming so as sales continue we will hopefully be able to get more help to complete things faster. For now I can only thank you for your patience and understanding. But know that we are here and are working towards updates.

I streamed this fantastically fun game yesterday for nearly 6 hours, a few people had mentioned they were going to buy the game after watching me play it and answering questions (and discovering new things myself). It helped that I was genuinely enjoying it more and more the further I got into the game.

Sure the game needs a bit of love but they have a solid, fun core with a lot of content! Definitely going to produce/stream more footage.

The thought of expanding this game is exciting, I wish you guys all the luck!
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