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877415 Posts in 32864 Topics- by 24302 Members - Latest Member: bookwish

May 19, 2013, 12:58:31 PM
TIGSource ForumsDeveloperFeedbackTextCrawl (Name Pending) It's Been a While
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capn.lee
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« Reply #30 on: December 02, 2011, 06:37:00 AM »

more importantly than expanding the possibilities is to ensure that different options are fairly balanced. You've already spotted that you need to farm for dexterity to compete in the late game so that's a good start. What you may find if you don't keep an eye on the fine balance between decisions is that you end up creating a lot of content that is never used by the player thus wasting time that could be better spent on other features.
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« Reply #31 on: December 02, 2011, 09:18:11 AM »

more importantly than expanding the possibilities is to ensure that different options are fairly balanced. You've already spotted that you need to farm for dexterity to compete in the late game so that's a good start. What you may find if you don't keep an eye on the fine balance between decisions is that you end up creating a lot of content that is never used by the player thus wasting time that could be better spent on other features.

I am trying currently to make it easier to level stats then just the automatic +2 you get for standard level-ups. For the record, a Dungeon Wanderer (level 6) has around 30 armor, while a Gridbug (level 3) has 12. I'm trying to account for the fact that there are larger gaps between later levels.
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Dropout
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« Reply #32 on: December 05, 2011, 10:48:18 AM »

Gave this a shot. here is the couple of pieces of CC that spring to mind:

19/20 of my first encounters were shops that i couldnt do anything with because i didnt have enough gold. The RNG favoured me after that, but it was a harsh start. It might be worth having something a bit more compelex

I got confused about who's health was who's and kept trying to heal when it was a mobs health that was low.

Edit: Oh i really liked finding bags too. I never got anything but gold but the anticipation and payoff was fun

Luca
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« Reply #33 on: December 05, 2011, 07:30:18 PM »

I really don't know how to make it more simple then "The hp that's always there vs. the hp that's right next to the monster."

:/

Anyways, here's a monk update! Also, infirmaries!
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« Reply #34 on: February 16, 2012, 01:03:14 PM »

It has been a while, and a LOT has changed. Refer to the original post which I've edited to reflect the many changes to the game since this post was last visited.

Needless to say, there's a lot.

I still strongly desire feedback, mostly in the order of enjoyment factor, difficulty comments, balance issues, and general concerns/suggestions.
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Pandara_RA!
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« Reply #35 on: June 16, 2012, 12:56:46 PM »

The gameplay is still very rouge like which makes it challenging in fun...anyways I'll touch on the details that were changed that I noticed so far, I'm still playing it and will LIVE update this reply .

1. All the music and sound effects as well as transitions are VERY welcome.
2. many of the mechanics feel hidden...but tell you exactly how they work at the same time, for example there is a mage that uses "Duty" to gain essence, after 7 essence you can make a potion, what it doesn't tell you is that each time you make a potion it costs more...making the skill useless very quickly, made me feel swindled in picking that class =[.
3.Unlocking classes was a great idea, there were too many classes and it was overwhelming as a new player, with the change it gives me a reason to keep playing as well as not flooding me with too much info too soon.

live updating this reply as I play only played about
40mins so far
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« Reply #36 on: June 17, 2012, 06:14:49 AM »

It's actually not tied to how many times you use it, but what your level is as well as your current hp (higher hp means higher costs) :d
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Pandara_RA!
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« Reply #37 on: June 23, 2012, 11:07:46 AM »

It's actually not tied to how many times you use it, but what your level is as well as your current hp (higher hp means higher costs) :d

Oh interesting! It seems to ramp up really quickly. I have 2 hours to test this finally!
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thatredant
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« Reply #38 on: June 23, 2012, 11:51:03 AM »

IMO, this would be a solid, simple iOS game. It's pretty easy to port it using Adobe's Flash IDE.
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« Reply #39 on: June 25, 2012, 04:54:35 AM »

It's in AS2 :/
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