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Would be nice to have an option to spend money on something expensive. Like buying Spell Points - first costs 100k, second 200k, third 300k etc. Now I feel like I have too much resources.
However, I hear your point for the main storyline though ... and as you encounter a boss level, they remain at a rank even as the player levels up in the other dungeons. This is supposed to allow you to allow you to hit a difficulty wall, but be able to level up in other locations to eventually overcome the wall. Then as you go on, progression starts increasing again to keep the challenge consistent.
There are perhaps better ways to account for feeling powerful and level up, this is worth considering options and ideas on.
Some resources like potions should probably get more and more expensive as you progress ... they are in fact more effective. Or the potions can start increasing in size (and cost) or something. Same could be said for materials maybe ... not sure.
I do like the idea of buying sinking money into improving the spells somehow .. points or some other mechanic. Maybe also ways to truly extend the life of your items that have leveled up that you like? There's a lot more upgrade opportunity the town too .. maybe shrines for each of the spells or spell families that can upgrade or augment spells?
Ideally I would love a bigging 'skill' tree with unlocked abilites, bigger stat increases ect. as you head down paths. Ideas could be branching trees that focus on the current 3 stats (or maybe even add in a 4 one for Magic). Give Str or Finese the ability to swap weapons 25%/50%/100% as free action (this would be towards the end of the tree or each level would be level locked), give Stamina (or Magic if it was put in) the ability to decrease material cost by 10%/25%/50%. You could have all the ability procs somewhere on the tree but for super low chance (say 1% start topping out at 3-5% depending on ability). Passive healing with less turns as you spend points, Extra turns with less turns as you spend points.... I think you get the idea. In general while a loot based system is good you have lots of cool abilites that could be worked into a level progression. You would still want the items for the BIG powerups but this would allow the player to customize their play a bit more. Granted that may all be too much for the game, but keep it in mind for a sequel potentially.
Fun game, glad I got it from a bundle.
one, idk why the interface change. it was better before where i could see my exp on the screen without having to go into my bag to check it, plus having it as a bar where i could estimate the percentage to level was GREAT. now it's awful.
and second, and the bigger thing to be honest.....the anomaly spell needs a MASSIVE fix when it casts on thieflings. a thiefling stole my armor, and normally i would get it back by killing it and picking my armor back up. HOWEVER, the anomaly spell turned the thiefling into a BARREL and then i shot the barrel to break it and I DID NOT GET MY ARMOR BACK. THIS IS A MASSIVE GAME BREAKING BUG THAT CAN COMPLETELY ♥♥♥♥ OVER SOMEONE'S GEAR SETS SINCE THIEFLINGS GET THREE ACTIONS TO MOVE FAR AND STEAL AND CAN BE AROUND A CORNER IN A DUNGEON. i lost a piece of armor that had 30 power on it with a socket and couldn't equip or use other gear because of the large power drop from losing it. please fix this because this is absolutely disgusting and inexcusable.
and if you're wondering why i was using anomaly, well fighting 3/4 strong mystics that keep healing each other is one long, drawn out fight
Talana ... no plans for RW2 or DLC at this point, but I am working on making the magic system better which will be a free update to all. I'd like to do more, we'll see how much extra time I got.
Whenever I was low on Potions or Runes I would start a new character, Select the school of magic I wanted Runes from and put it in the Vault on first floor. Then I deleted this character.
This destroys any tension in Gauntlet mode. Potions from shops are worthless, I can always get more. Finding Runes is not essential anymore, I can always get more.
For Gauntlet to be fun again, it has to be changed that you cannot put Potions or Runes in the Vault. Only gear. Before I discovered this exploit, this game was so much FUN, trying to get as far as possible before running out of resources. Now, the resources are infinite and therefore the game no longer fun.
Would love to see this fixed.
Thanks for the feedback Tyrion44.
Based on your input, I have released a new hot fix which has this exploit fixed, you can no longer place health potions or materials in the gauntlet vault. If you already have those items in the vault they will still be there, but you can only take them out :)
Please don't hesitate to talk about more issues, feedback, or ideas ... I keep making this game for players like you.
Regarding the magic system, I'm hesitant to make this critique because I'm thinking the scarcity of the resources is an intentional design decision. Otherwise, you could simply AoE nuke monsters which would trivialize things. However, I think the drop rate of resources needs to be increased a bit because I find the only good way to get an influx is when you level up to a new tier of spell and get a bunch added to your inventory for that particular spell school. That suggestion might be obsolete depending on how you change the magic system.
Although you don't currently have any plans for a sequel, I would definitely like to see one eventually if you have the time. You've made a solid casual game whose core mechanics can be mostly retained with a few tweaks added for some additional depth like character classes, quests (simple kill X/collect Y for various rewards), and perhaps incorporate a town hub into Gauntlet mode, etc.
Also, I would like to name any pets I find... some of the options are a bit unusual.
Spell and character stat respecs too, can be paid with gold, just something nice to change up strategies.
Lastly, paying for a larger player inventory is helpful.