Barony
Great Game, Great Update. Some Suggestions.
Hello there! First, I have to say I was gifted Barony and started playing recently, and it has quickly become one of my favorite games. The sheer variety of what the game has to offer - coupled with the player's power growth yet also vulnerability - makes every run unique yet still equally as challenging as the last.

Coming back to this game over and over so frequently, however, has made me catch some tiny details that, if implemented, might top off the excellence being offered. The order here starts with the most actionable suggestions, with ones that require a healthy bit of development near the end.

1. Toggle Timer from the Settings Menu. While it's true that the timer can be added on-screen by merely going to the inventory window and clicking the little button in the upper right, this has to be done with every new run. Couldn't this just be toggled from the settings menu instead, to avoid manually doing this every time?

2. Floor timer. Similar to the run timer, this timer helps you see how long you've been on the specific floor. Ideally, this timer would be shown above or below the run timer, but since that would require UI work it may be easier to have a settings toggle to display either the run timer or the floor timer.

3. Boulder Awareness Additions. Probably the most controversial suggestion on this list, I'd love to see something added to the player's arsenal to help with these traps. We have the ability to detect food and enemy positions on our map; would detecting boulder traps be too revealing?

4. Allowing Players to Tag Objects. Barony plays well via mic with others, but what if the other player doesn't have a mic? Immediately, the ability to spot and direct objects for the team is significantly limited. This suggestion would alleviate that, and also might assist solo runs too: similar to having NPCs "interact with object," tagging an object is simply the player selecting an object outside of the leadership command window. When tagged, the object would be marked on the map with the message, "<Playername> spots an <object>." If a moving object is marked - like a monster - the map marking would show where it was marked instead of following the movement of it. Each player could only mark one thing at a time, and the map marking itself would be the same color as their player color (associated with being p1, p2, p3 or p4). Solo players could mark their map for something they want to come back to.

5. This is a huge leap regarding development time compared to the others: Bestiary. As I have less than 20 hours of play, I'm still discerning what type of weapons and spells are good against the various denizens lurking within. It would be delightful to have a bestiary as an in-game window (similar to the spell window) that would unlock monster descriptions, strengths and weaknesses as they are defeated during the run (similar to potion recipes). Bonus: a new achievement for filling out the bestiary.

All in all, the game is fantastic and I'll be playing this for quite some time. Even more quality of life is welcome, though I won't deny the game is sitting in a fantastic spot as-is. Thanks for your time and consideration.
Ultima modifica da Giraffasaur; 12 ago 2023, ore 13:04
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Losername  [sviluppatore] 12 ago 2023, ore 14:46 
4 and 5 are on the roadmap, we are actively developing 4 right now actually.
Messaggio originale di Losername:
4 and 5 are on the roadmap, we are actively developing 4 right now actually.
Absolute legends, awesome to hear. <3
Messaggio originale di Losername:
4 and 5 are on the roadmap, we are actively developing 4 right now actually.
Is there a publicly available roadmap?
There is a way to detect boulder traps in the game already

The gyrobot has a trap detection option. It requires tinkering
It only detects in a radius around the gyrobot not the entire floor like detect food does.
I agree with 5. Perhaps we don't even need a bestiary, but maybe an icon to resemble the weakness, such as a fire symbol with a cross through it for spiders?
mistersneak  [sviluppatore] 15 ago 2023, ore 10:38 
Messaggio originale di hi:
Messaggio originale di Losername:
4 and 5 are on the roadmap, we are actively developing 4 right now actually.
Is there a publicly available roadmap?
The closest we have right now publicly is our successful Kickstarter from 2020. Here you can see our "Bonus Goals" and remaining stretch goals, each of which we committed to fulfilling post-launch:
https://www.kickstarter.com/projects/turningwheel/barony-for-the-nintendo-switch

We have already fulfilled Crossplay (Bonus Goal #1), and are working on the rest, plus Backer Content and our two successful stretch goals.
I'd like to get out ahead of our releases and do a little advertising of them in the form of a public roadmap, but we're so small and move so fast, it can be hard to justify creating marketing materials instead of just releasing what's done!
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Data di pubblicazione: 12 ago 2023, ore 13:00
Messaggi: 6