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At least in some form.
Like "custom events", the "choose your own adventure" ones. Should be relatively easy to make and embed, and there is much potential here IMHO.
I really enjoyed the more elaborate one with hidden passage and code to lock, that was great! That and also all derelict houses are the same with one monster, one chest and sometimes scroll or book...
- Remove the "cart" in stores, and just change the "Add to Cart" button to a "Buy" button. This is literally the first RPG/adventure game I've played that used a "cart" system... It may seem like a nice cheeky nod to the past, but it's just plain annoying in game. This would also potentially help solve my initial confusion with selling items: I kept trying to drag items to sell into the cart window.
I'm fairly consistently finding books of Teleport for every run I've played to full completion, and usually around the lv.8/10 minute marks.
Of the ones that I've immortalized in my game, all of my heroes got Teleport from a book, including my Mage.
It's too easy to grab.
I'f suggest either a stricter loot table so it drops between the 2nd and 3rd beacons or from a 2nd/3rd beacon range elite event proc'd from a wanderer.
1: Make an endless mode. One simple way you could do this is make a new ending that restarts the game but the monsters are stronger, starting at whatever level you are at. This would still allow the game to play as intended, but also appeal more people who enjoy rogue-like games but don't like the FTL time restriction.
2: Add Workshop which will allow players to add mods into the game.Combined with the endless mode, having new classes, items, spells, effects, monsters, dungeons, events, maps means I can keep having fun exploring, finding new things and making my charchter stronger. I might be asking to much for a small creation kit for modders but by doing so you will largely increase the content for the game with a little work on your end.
3: Not as important but still would be cool. Add a multiplayer option to the game that allows players to battle in an arena at forts.
I think if these two things were included ALOT more people would buy. The two faults I keep hearing are people don't like the FTL- time restriction. We want to be able to keep playing with our charchter. And 2 not enough content. With the inclusion of mods/more content it will increase the longetivity of the game, which inturn means your game won't go forgotten and your next game you make will have more sales.
1-More options for the Character Editor (Maybe even a pixel art editor!)
2-Races! (Dwarf, Elves, Orc, Lizardfolk, Draconian, etc...) This could just add some small stats bonus/malus but as a follow up to #1 it could be more options for the character editor! It's maybe not so important for the gameplay, but it's a nice touch!
3-Obviously, more content : Quests, Items, Monsters, Class, etc...
4-More main stories, like when you create a character you can select a story to play!
4.1-Idea for a story: Maybe a story with no "time-limit" shadow? I like the shadow thing idea, but an alternative would also be a nice touch!
5-A few more biome for the map: Like desert, tundra and swamp
6-A graveyard or why not a "bad sector zone": A menu in the main menu where you can see all your dead characters with stats and the last inventory they had
7-Health and Mana visible in the task bar and not in the windows, could be an upgrade that you can buy with gems
8, last since it work with most of them- MODS, this would be nice to make our own stories, quests, dungeons, spells, skills, etc...
Here is an instance of the kind of encounters I'm talking about:
On a Beastkin run, I'm occuring not only access to [Teleport] from a book (already learned), but now also a Book of [Astral Storm] from a Derelict House event.
http://steamcommunity.com/sharedfiles/filedetails/?id=1084029555
Personally, even Mage runs should have a loot table for these events to possibly find a book of any type, but I feel as though, again, books like these should not be dropping from these events so easily, given how powerful in utility [Teleport] is.
The luck of irony and sheer bustedness in this was that it was because of my access to [Teleport] that I could be able to just double back across the map and find this node to then get this book of [Astral Storm], among other items while townshopping in The Dark.
http://steamcommunity.com/sharedfiles/filedetails/?id=1084052048
Basically, this can be reproduced on ANY class in ANY RUN if you look hard enough for the [Teleport] book, and it really shouldn't, regardless of how pro-exploration this is for players.
(TL;DR, this is me demonstrating in practice the situations i've been getting, leading to of why I think and suggested the opinion of my aforemented idea about skills and skill books needed to get a balance patch in terms of drop rate and potency. )
As to writ, a second follow up suggestion is to restrict access to [Book of Teleport] in addition to making it a reward of a Wanderder-triggered Elite fight in areas of the map inbetween the 2nd and third beacons, is to also reward it from a endgame quest that has a chance of randomly triggering every seed;
Consider the following scenario: making seeds where if a [Book of Teleport] does NOT spawn, the game will have a chance of triggering the Book quest, where players can have the choice of ONE "high-tier books"; (i.e. Astral Storm, Magical Shield, Astral Decay, Teleport (non-casters), and Weapon Mastery/ Attack Skill books)
I feel adding this Library quest would put skills in a much better place, as we would have to be extremely lucky to get multiples of strong skill books, rather than getting at most two and then praying we get this quest so we can have access to another, while imposing a limit akin to the Store Demon, so we can't just grind for power the way we do with it.
This would limit the severe levels of broken cheese that occurs during runs, such as the brokenness of getting a Mage start similar to the start I commented on getting in another thread.
http://steamcommunity.com/app/588950/discussions/0/1458455461474576992/
[The aforementioned thread]
http://steamcommunity.com/sharedfiles/filedetails/?id=1082067048
http://steamcommunity.com/sharedfiles/filedetails/?id=1082067235
(Fun fact, this screenshot is on/from my first and only run of the Mage class. )
What the game needs is an expansion on content as well as an expansion of its rogue-lite elements. The best comparison I have to this game is One Way Hero. The game in my opinion plays a lot better than OWH, but it lacks the depth of that game. Not saying this game has to go crazy with 10 endings and tons of enchantable gear you can pile up like in that game, but currently there is little reason to play again.
There are basically 2 paths to endings with 2 to 3 choices which choose the cut scene at the end. You either do a castle run or a dark world run and regardless of which of the 2 you choose their intermediate steps are very similar. Some of the best parts of rogue-likes are choice. Am I strong enough to beat the extra level? Does getting this item allow me to do the hard ending? There are no hard choices to be made here. You set up both endings just as easily as you set up 1 ending.
The most obvious way to add an ending that changes gameply mechanics from the other two would be to make it deal with the shadow crossing the land. Such as: Kill all four kings in the castles then fight the sky eater. Have the avatar of the sky eater appear at beginning of the map or something to force you to fight through the shadow getting back to it. Alternatively it could be an extension on the feathers. Use 3 feathers which allows you to see the true form of the shadows then kill the avatar of the sky eater somewhere in the shadow portion of the map.
Again, disregard that thread, as it should be deleted now.
- Opening music and forcing new music
- Sits in your inventory and eats items
- Jumps around on your tabs and attacks you
- has resistances to certain attacks
- forces you to move on the map while fighting it
In general just a wider variety of threats that will force you to interact and deal with the OS more. I love how it is an Operating system but it definitly needs to feel more like one sometimes :)
- Someone else suggested it but races with different minor benefits or racial abilities would be awesome. Maybe humans have a 5% increased chance to find loot after a monster battle, elves have a 5% increased chance to find magic items, dwarves have a 5% natural resistance to damage, orcs could have a 5% increase to base health, ect. Not sure about balancing and all that so 5% might be a bit much but even racial resistances to certain statuses or discounts on certain items could be a cool bit to build into our characters. If the benefits were powerful enough, they might encourage different builds or ways of playing.
- This is a weird thing but I would actually like a mouse sensativity slider or option. Currently having a slight issue playing on laptop due to the default sensativity. Its an extremely minor thing though and probably difficult to just add into a game like this, but it would be a nice quality of life fix.
- More world building books, notes, and item descriptions would be awesome. I love finding little bits of lore hidden away and learning more about the background story. In a game like this where the story is rather simple on its face and there isn't a bunch of exposition, it would be cool to have little collectable bits of lore for those of us who want to go searching for it.