Demon's Rise - Lords of Chaos

Demon's Rise - Lords of Chaos

willsama974 Apr 25, 2018 @ 1:53am
Questions and suggestions
Nice surprise here! Enjoyed what i've seen so far.
Here are the question and suggestions, will add to that later.

1/ I'd like to know if there is a shortcut to end turn.

2/ Inventory and Merchant would highly benefit any sorting option (by price/class use/type would be really nice).

3/ Merchant tabs are weird: Cheap/Regular... groups are confusing at best since prices don't always match said quality groups (#2 can help for that as well).

4/ As mentioned in a different thread the minimum requirements are too high imho, might miss some sales there:
https://steamcommunity.com/app/844420/discussions/0/1694919808733319135/
Last edited by willsama974; Apr 25, 2018 @ 1:54am
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Showing 16-30 of 38 comments
WaveLightGames  [developer] Apr 28, 2018 @ 2:55pm 
Originally posted by willsama974:
Originally posted by WaveLightGames:
yeah, good points ... I'll add them to my to do list. There's a stat button on the unit selection which does show their stats and their abilities (once they level up). Did you see that or do you mean something more detailed?

An icon or grouping by fighter, mage and ranged unit might be good. Though to be honest most of them are hybrids and cross multiple roles.
You're right, most of the needed info is there in the story/stat screens apart from unit attribute growth and i agree on cross roles ;)
So basicaly all good :)
Love:
- The map and lore, nice way to have it there without forcing anyone to read but the lore feeders can enjoy :)
- Quick battles should be called side quests or adventures, they are really like a part of the game imho, they don't feel like "grinding fest" at all :)


Thanks ... the lore is based on a fantasy world I made back when I was playing a lot of tabletop war games. I wrote my own set of rules as I was frustrated by the poor gameplay and balance in Warhammer Fantasy and then came up with a game world background to explain the battles.

I came up with the idea of humans hunting an elf-like race to near extinction and that race resorting to apocalyptic magic for survival ... thus creating undead and demonic creatures. Unfortunately, George R. Martin came up with the same basic idea and wrote a set of best selling books so it makes my ideas seem like imitations. Such is life.
WaveLightGames  [developer] Apr 28, 2018 @ 2:56pm 
Originally posted by WaveLightGames:
Originally posted by willsama974:
You're right, most of the needed info is there in the story/stat screens apart from unit attribute growth and i agree on cross roles ;)
So basicaly all good :)
Love:
- The map and lore, nice way to have it there without forcing anyone to read but the lore feeders can enjoy :)
- Quick battles should be called side quests or adventures, they are really like a part of the game imho, they don't feel like "grinding fest" at all :)


Thanks ... the lore is based on a fantasy world I made back when I was playing a lot of tabletop war games. I wrote my own set of rules as I was frustrated by the poor gameplay and balance in Warhammer Fantasy and then came up with a game world background to explain the battles.

I came up with the idea of humans hunting an elf-like race to near extinction and that race resorting to apocalyptic magic for survival ... thus creating undead and demonic creatures. Unfortunately, George R. Martin came up with the same basic idea and wrote a set of best selling books that feature it so it makes my ideas seem like imitations. Such is life.
WaveLightGames  [developer] Apr 28, 2018 @ 3:09pm 
Originally posted by kingts:
1.0 For the Eye impaired maybe an option to allow the item descriptions to be larger and inevntory menu, so tiny. MAybe a UI customization. Let the players do the work for you in adjusting the screen to their liking.

I did scale up the inventory slightly in the last patch. Adding a scaling slider is a great idea. I'm always concerned about making it work on some monitors but then having it too big for others.

2.0 As I mentioned would like to see a Reserve squad of 3-4. You would pick 9-10 character but six would be your main force. In battles you can call on reserves if needed. If one of your units dies. They would have to spend time in reserve. This way a player can enjoy more of the characters, have a feel for a large army, but still remain within the pre game limits.
You could even have scenarios that all 10 could appear at once.

I don't think I can do this for this game. I looked at the code base and it would be a really tough change to add. On the plus side, many of the levels have allied units that give you a chance to control large teams of 10+ characters and try out some new unit combinations.

3.0 The issue with the merchandise is the unclear association with your units. Even though it highlights the characters that could use it. It is unclear which should use it. The animation usually does not match the item since I assume the item is for skins or cosmetics only. So for example if I am the Vampire, having VAMPIRE only armors and weapons. Even though he can use alot of the other random items, like to know what he is suppose to be equiped with and its too ambigious as it is now.

I see what you mean. I currently have the items be fairly flexible with only certain weapons limited to certain classes. I'm experimenting with having more restrictions in the next game I'm working on. However, I suppose I could probably add sets of armour or unique items usable only by certain classes. I'll take a look at the code and see if I can add a few items like that. The reason I don't want to change the existing items in this way is that I would be affecting player's items and suddenly make some no longer usable.

4.0 Like to see an NEXT turn selection added. Took me 20 battles to realize I could move all my guys in a turn. I was wonderfing why he got to go all the time to my one move...lol
yeah, yeah, yeah, I know dumb
5.0 I would like to see a screen tilt or isometric turn. Maybe already there but no clue how to access it. A lock to a screen position would be nice. I scroll all the way in for close battle to have it reset at the end of the turn to faaaarrr away.
I have only played a few hours, so I will suggest more when I can.
Best to you.

Yes, a screen tilt is planned. I just need to decide which key to assign it to. Currently Q and E are used for rotating horizontally. I suppose maybe R for tile up and F for tilt down? Is there a typical key assignment for this in other top-down games?
Last edited by WaveLightGames; Apr 28, 2018 @ 3:10pm
WaveLightGames  [developer] Apr 28, 2018 @ 3:11pm 
Originally posted by Tweaky:
Originally posted by WaveLightGames:
yeah, good points ... I'll add them to my to do list. There's a stat button on the unit selection which does show their stats and their abilities (once they level up). Did you see that or do you mean something more detailed?

An icon or grouping by fighter, mage and ranged unit might be good. Though to be honest most of them are hybrids and cross multiple roles.


Version 1.0 ????? [Game needs version number on entry screen to avoid confusion]

Please include the number of base Attacks by the unit on the stat screen.

Yes, will do. Strange that that never occurred to me.

I think the stat screen already includes basic attacks, doesn't it? I think it's under the unit's name.
WaveLightGames  [developer] Apr 28, 2018 @ 3:14pm 
Originally posted by willsama974:
The "undo move" function can be used to pick up all kind of good stuff in one turn, intended?
In most games, any movement that modifies stats also remove the undo function.

Yeah, that's a known issue. I tried to fix it but wasn't able to before launch. I'll take another shot in a later update.

The "mind control" spell doesn't seem to work: SPOILER ALERT!
Used it three times during the quick battle in which you have to protect the sorceror from ratmen. Used the spell on a 12/8/3 hp left ratmen, all had the mind control icon, noted lasting effect three turns. Next turn they were all AI and one even butchered the sorcerer, battle failed :)
First time i played that battle the seer started with like 8hp, the other times he was full health.

Might want to add somewhere that quick battle difficulty is the same as the last campaign mission played ^^ or add a diff selection on quick battle screen ;)

That's odd ... I haven't seen that happen when doing mind control. I presume this is the mind control spell from the squid sorceror? I'll take a look and see what's going on there.
willsama974 Apr 28, 2018 @ 10:45pm 
Originally posted by WaveLightGames:
That's odd ... I haven't seen that happen when doing mind control. I presume this is the mind control spell from the squid sorceror? I'll take a look and see what's going on there.
You presumed well ;)
PsiBorg Apr 29, 2018 @ 6:05am 
Originally posted by WaveLightGames:
Originally posted by Tweaky:


Version 1.0 ????? [Game needs version number on entry screen to avoid confusion]

Please include the number of base Attacks by the unit on the stat screen.

Yes, will do. Strange that that never occurred to me.

I think the stat screen already includes basic attacks, doesn't it? I think it's under the unit's name.


Version 1.1 ???????

Nope. The NUMBER of base Attacks is not included in the character selection stat screen. So, for characters with 2 base attacks like the Blood Shaman and the Snakeman Rogue, a player only finds out this information, when such a character is chosen as a party member.

Under the Offense heading, the catagories included are Attack damage, Attack skill, Critical hit chance and Attack range. The Number of base attacks is NOT included, which is important information, when choosing a character.
Last edited by PsiBorg; Apr 29, 2018 @ 6:07am
PsiBorg Apr 29, 2018 @ 6:34am 
Originally posted by WaveLightGames:

4.0 Like to see an NEXT turn selection added. Took me 20 battles to realize I could move all my guys in a turn. I was wonderfing why he got to go all the time to my one move...lol
yeah, yeah, yeah, I know dumb
5.0 I would like to see a screen tilt or isometric turn. Maybe already there but no clue how to access it. A lock to a screen position would be nice. I scroll all the way in for close battle to have it reset at the end of the turn to faaaarrr away.
I have only played a few hours, so I will suggest more when I can.
Best to you.

Yes, a screen tilt is planned. I just need to decide which key to assign it to. Currently Q and E are used for rotating horizontally. I suppose maybe R for tile up and F for tilt down? Is there a typical key assignment for this in other top-down games?


Version 1.1 ??????

Typical keys are not always followed, so go with your own preference. A better solution would be to allow players to choose their own key bindings.

I always change the default keys in all games I play, to my own preference. Currently, I want to change the Q and E keys to something different, but I can't, as these keys are not included in the Game Configuration, Input tab screen. This issue has been raised in another thread.

ALL key bindings should be player configurable.
Joshyzburton Apr 29, 2018 @ 7:07am 
As far as I have seen this thread appears to be questions and suggestions for the game. However, would this also be an appropriate place to share a technical issue I am having?
ConaN Apr 29, 2018 @ 8:53am 
when changing character lineup, it first says its free and then the next screen says it costs 2k gold, kinda strange
WaveLightGames  [developer] May 1, 2018 @ 11:24am 
Originally posted by ConaN:
when changing character lineup, it first says its free and then the next screen says it costs 2k gold, kinda strange

Yes, sorry ... mistake. It's is free .. just the text is wrong. I fixed this in today's patch.
Last edited by WaveLightGames; May 1, 2018 @ 12:25pm
WaveLightGames  [developer] May 1, 2018 @ 12:30pm 
Originally posted by ConaN:
1) ok I kept playing and completed the first 7 campaign missions on hard, I am not sure I am properly rewarded by difficulty, havent made comparisions yet (I'll test on first mission I guess), I have 20k gold after those 7 missions now (got some very subpar items too, usually 1 per mission, sometimes 2) havent spent any (because the items offered for sale are either great and very expensive or subpar and still take a good chunk of gold)

Sorry I missed these questions due to the page break in the thread. I'll double check that modify gold reward by difficulty is working right.

2) do you have to manually collect goldpiles on the battlefield ? after winning, the box that pops up to end the battle says collect gold and finish or so, does it automatically collect the gold piles left on the map if I win?

When you press the "Collect Gold & Leave Battle", it automatically picks up the gold for you. Therefore, no need to worry about picking it up. The only benefit of doing so during battle is so that the enemy don't collect it first ... in which case it disappears.

3) in the 7th campaign mission, I think the 2 super units have too much life (on hard each has 1300) so after all regular units are down, its like 30 rounds of pitiful beating on eachother (thankfully I had combat buffed my demon so he had an advantage and was in the end the last man standing)

Thanks for the input. Yeah, that's an odd level for sure. I'll make a note and turn down both their life and increase their damage output so they are more dangerous and less tedious to take down.

4) 7th mission again, my super unit had 3 charges to summon a shadow demon, each try it played the animation and nothing appeared not even a 'failed' (15 % chance according to ability tooltip, so its in the realm of possibility I was just unlucky and it was badly communicated)

That's a bug. I think I know what's going on. I'll fix it ... or I may actually switch out that ability for something else. I'm not sure I want a greater demon to be able to summon another powerful demon. That could get abusive since that same greater demon can be summoned by a high level soul eater.
WaveLightGames  [developer] May 1, 2018 @ 12:31pm 
Originally posted by Joshyzburton:
As far as I have seen this thread appears to be questions and suggestions for the game. However, would this also be an appropriate place to share a technical issue I am having?

Please go ahead or you can just start a new thread. Either way works.
WaveLightGames  [developer] May 1, 2018 @ 12:32pm 
Originally posted by Tweaky:
Originally posted by WaveLightGames:



Yes, a screen tilt is planned. I just need to decide which key to assign it to. Currently Q and E are used for rotating horizontally. I suppose maybe R for tile up and F for tilt down? Is there a typical key assignment for this in other top-down games?


Version 1.1 ??????

Typical keys are not always followed, so go with your own preference. A better solution would be to allow players to choose their own key bindings.

I always change the default keys in all games I play, to my own preference. Currently, I want to change the Q and E keys to something different, but I can't, as these keys are not included in the Game Configuration, Input tab screen. This issue has been raised in another thread.

ALL key bindings should be player configurable.

Agreed. I need to learn how to modify the default Unity key bindings on that launch screen. Once I do, I'll update them and then change the code to follow those configurable bindings.
willsama974 May 5, 2018 @ 3:40am 
The biggest monsters are big ^^
Sometimes blocking view, their sprites also merge into each others.
How about resizing them a bit?

Some battles with a load of enemies can get tedious:
Could we get a fourth speed setting?
Could you remove like 1/5 of those units on the most populated maps and tune up the remaining ones? (more HP and increased minimal damage perhaps).
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