Overture

Overture

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Official Overture Suggestions Thread
Feel free to suggest stuff here!
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Showing 1-15 of 29 comments
Special potions to heal NPC could be a good idea.
Shots that pierce through blocks are also something that could be good
Poison shots that slowly deal you damage
DMG Henryetha Nov 24, 2016 @ 6:54am 
An alternative game mode:
Endless (random generated) Dungeon / Tower
The suppose of it is, the player can choose one of his characters and try to get as many points as possible.
Monsters and Treasures give points, aswell as freeing NPCs.
The higher (or deeper) you get, the more points you can receive for each monster etc, so you can either take your time and clear every floor completely or rush so you would gain points faster - that's up to the player in the end.

The points go simply in a highscore list and are saved online.
You could even make Saisons, where the highscores reset.

With the new feature of "competing online" somehow with other players, each player could be given an avatar, which represents him in the highscore list.
This avatar could be decorated with various stuff (custom hair? clothes? weapon? compagn? frame? background?)
It could serve as a kind of status symbol without breaking the game as it is purely decorative.
The decoration could either be found in rare dungeon chests or as a boss drop or even to purchase with points (sacrifice highscore for rare avatar stuff OR make them seperated, like.. the highscore counts earned points which can be spent in the end)
jladd Nov 24, 2016 @ 11:30am 
Any plans for online co-op? :KneelingBow:
Lyren Dec 1, 2016 @ 7:07am 
HUD improvement suggestion: Under the item slots at the top, you could write which modifier it is under the item, so you know it all the time.
Lyren Dec 1, 2016 @ 7:10am 
And I highly agree with DMG Henryetha's suggestion, but avatar could be only simply the character that you used to get the highscore.
A.Bogard Dec 1, 2016 @ 8:18pm 
Danie, please put again the save & quit feature. Thanks.
integralyogin Dec 2, 2016 @ 12:15am 
The game is beautiful and fun. But it gets repetitive too quickly because of lack of substance. Rather then deep and rich characters each character only has two moves. Limited ways of them developing. The game has a very rich potential. Most importantly is don't give up on it. The more TLC the game gets the greater and greater it can become. Its a roguelike but its very light on the RPG mechanics. More complexity of stats and skills (such as skill trees or something) would be amazing. But I know thats A LOT of work.
Also perhaps soften the damage of the fires that spawn under the character? At 1-4 it kills often kills my character before I can step off of it and just instantly ends the round.
wobblerocket Dec 2, 2016 @ 4:50pm 
The screen can get very cluttered, which is part of the fun chaos of this game, in my opinion, but it can make it difficult to keep track of how much mana or health my character has. That's particularly an issue on characters who recover health as part of their mechanics (such as the barbarian -- knowing when to use his secondary to take advantage of the heal is important).

I'd like it better if health and mana were displayed in a corner of the screen rather than under my character.

The affixes and procs from weapons is a nice start, but I want more variety. I'd like to see unique abilities that can ONLY be obtained from certain weapons that aren't juse rehashed abilites from other characters (i.e., Vortex gives you a poor man's version of the Warrior's secondary).

Tiering up a character feels like it should have more benefit. Maybe at certain tiers, their abilities change slightly or grow stronger -- for example, the Ranger's primary shot could gain a 30% chance to split in two at tier 5, or the Justicar could eventually unlock a third column of light.
A.Bogard Dec 4, 2016 @ 6:58pm 
Originally posted by akamerer:
The screen can get very cluttered, which is part of the fun chaos of this game, in my opinion, but it can make it difficult to keep track of how much mana or health my character has. That's particularly an issue on characters who recover health as part of their mechanics (such as the barbarian -- knowing when to use his secondary to take advantage of the heal is important).

I'd like it better if health and mana were displayed in a corner of the screen rather than under my character.

The affixes and procs from weapons is a nice start, but I want more variety. I'd like to see unique abilities that can ONLY be obtained from certain weapons that aren't juse rehashed abilites from other characters (i.e., Vortex gives you a poor man's version of the Warrior's secondary).

Tiering up a character feels like it should have more benefit. Maybe at certain tiers, their abilities change slightly or grow stronger -- for example, the Ranger's primary shot could gain a 30% chance to split in two at tier 5, or the Justicar could eventually unlock a third column of light.

"janitor mode" is easy to do: Alt + Enter to go in/out fullscreen. Magically, all the stuff is out.
Rhy Dec 26, 2016 @ 10:02am 
Make the game actually beatable.
Lyren Dec 27, 2016 @ 3:43am 
Originally posted by Rhy:
Make the game actually beatable.
Lol just practice :D My record is 2. floor's boss but I swear I beat it someday.
NastyNine99 Jan 7, 2017 @ 6:04pm 
Great game. I'm really enjoying it. I would like an option to make the damage numbers smaller or turn them off completely or somhow make them less prominent since they fill up the screen and it's difficult to see anything else when attacking crowds.
Alessondria Jan 11, 2017 @ 4:45am 
Add larger resolutions for windowed mode.
cubeconstructor(dk) Feb 23, 2017 @ 11:06am 
The Druids wolf has a bug were it can deplet more health than the enemies have:steamfacepalm:
VVind0wM4ker Jun 26, 2017 @ 9:17am 
Currently stats of items on the ground are green if better and red if worse than your current equipt. But if they are also red, if the numbers are equal.
I would suggest another color for this case.

Additionally, items on the ground with the same number could be green if they have an extra buff (and the equiped doesn't) or red for the same with debuff. If both have different (de)buffs they should have the third color mentioned above.

bonus: if you own a item with a buff and the item on the ground has same stats and buff, but it's buff better/worse it could also be colored green/red.


Also 21:9 support, or custom resolutions in general, would be nice. :)
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