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1028470 Posts in 41290 Topics- by 32907 Members - Latest Member: drewvancamp

July 31, 2014, 09:34:17 AM
TIGSource ForumsFeedbackDevLogsBonfire - tactical rpg/roguelike (help me pick new art style)
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Author Topic: Bonfire - tactical rpg/roguelike (help me pick new art style)  (Read 14568 times)
TeeGee
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« Reply #75 on: March 13, 2013, 01:52:16 AM »

It seems like everyone is using the Monk as a healbot, while he's mainly an offensive character

Well, part of that is that, as far as I know, he's the only healer, which makes him invaluable as a...well, healer. Without his healing ability, I probably wouldn't do nearly as well.

I'll have to experiment with groups without a healer once I get some of the other characters unlocked. The goal is to have it so that any combo is viable, right?

Oh, and the Hob-Goblin, Skeleton Sniper, Plague Rat combo seems to be rather deadly, especially when your mage gets taken out as soon as the battle starts. Haha.

EDIT: OOOOOOHHHH. Checked the old build. The Countess is meant to be the primary healer, isn't she?

Not sure how but somehow I completely passed over using the Countess last time. Thought I'd tried them all out at some point. :/

Monk is valuable as a healer, but he's also a good attacker. With his strikes dealing always the same damage, regardless of enemy armor, he's actually the best attacker against bosses and other hard monsters. I just need to encourage the player to give that side of his a try.

The game is also designed so that having a healer is not necessary at all. Max health deteriorates rather quickly, making healing not a viable long-term strategy, and it's often best to simply kill enemies fast to take advantage of natural recovery and level ups.

Of course, the old gamey habit is that healing characters are necessary and should be used for healing only. I even use this habit a little to make the player feel familiar with the game when it just starts. Now I need to find a nice way to show the alternatives when the player is ready for them.

Countess is my favorite character :D. I think overall Monk is the best healer, but she can also heal herself in turn and her Shriek ability makes her a very good support hero.
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Tom Grochowiak
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« Reply #76 on: March 13, 2013, 03:43:37 AM »

Put this to your trailers, http://www.youtube.com/watch?v=e-IWRmpefzE
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« Reply #77 on: March 13, 2013, 03:45:16 AM »

Haha! Fuck, that would make the game an immediate mainstream success!  No No NO
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Tom Grochowiak
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« Reply #78 on: March 14, 2013, 01:36:14 AM »

Gathered a lot of feedback over the course of the last few days (thanks!). It's been rather positive. No bigger issues like the last time -- mostly cosmetics, some clarifications, and some stuff I planned to add anyway. Which means the game should be out soon.

Also, sent the game to Desktop Dungeons developers. This is what they think of it, and our reaction Wink:



Yay for validation from the people who made the game that inspired yours  Kiss.

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Tom Grochowiak
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« Reply #79 on: March 14, 2013, 01:45:13 AM »

Gathered a lot of feedback over the course of the last few days (thanks!). It's been rather positive. No bigger issues like the last time -- mostly cosmetics, some clarifications, and some stuff I planned to add anyway. Which means the game should be out soon.
Awesome!

Oh - what's the deal with the Mac version? I saw on the official page that it will have one sometime.
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« Reply #80 on: March 14, 2013, 11:09:09 AM »

I'm actually developing it on Mac. It's just that most people use Windows, so that's what I use for the test releases. Both versions will be available at the same time when it comes to actual launch.
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Tom Grochowiak
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« Reply #81 on: March 14, 2013, 07:50:45 PM »

I'm actually developing it on Mac. It's just that most people use Windows, so that's what I use for the test releases. Both versions will be available at the same time when it comes to actual launch.
Any chance I can get a Mac build to keep testing? My hard drive died on my PC so I am on our Mac for now.
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« Reply #82 on: March 15, 2013, 01:56:53 AM »

Sure Smiley. When the next test version is out, I'll send you a mac build.

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Tom Grochowiak
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« Reply #83 on: March 17, 2013, 03:54:36 AM »

Released an updated version and decided to make it public for the TIGers, as this is slowly getting close to the final version gameplay-wise and if there's anything really off with the game, I'd like to know it now before bigger changes become hard to implement.

Links:
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Have fun and let me know what you think Smiley.
« Last Edit: April 11, 2013, 08:53:01 AM by TeeGee » Logged

Tom Grochowiak
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« Reply #84 on: March 17, 2013, 06:19:42 AM »

Suggestions:

While the glowing circle around the current character is nice, I think their portrait should also be glowing to make it clearer who's currently selected.

During the first fight with the guys that heal eachother, there's no info given on how many times you should stack the mage's damage buff, or how much damage it will add to his attack.  Only stacking it once obviously wasn't enough ..

The dragon fight isn't very interesting tactically, he just spams damage everywhere.  Suggest making it more interesting.

Having to unlock starting item slots feels pretty bruital, after the first quest that's all you can afford.

Non-gameplay related crap:

The game doesn't show up in the Windows sound manager, so I can't adjust the game's volume from there.  You should probably fix that.

Could really use a way to skip the dialogue sequences, or hold down space to fast forward them instead of having to spam click.

Some enemy ability tooltips extend off the right side of the screen and can't be read.
« Last Edit: March 17, 2013, 06:31:28 AM by Udderdude » Logged

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« Reply #85 on: March 17, 2013, 09:31:06 AM »

Thanks. Fixing these should be easy. How's your overall impression? Liking the game?

Quote from: Udderdude
During the first fight with the guys that heal eachother, there's no info given on how many times you should stack the mage's damage buff, or how much damage it will add to his attack.  Only stacking it once obviously wasn't enough
I think this is fine. It hints at the basics and then leaves the rest to player's experimentation, which is the best way to learn, especially as it's a hard game and you have to get used to figuring strategies out for yourself. As long as you didn't outright die in the tutorial, I think it's good.
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« Reply #86 on: March 17, 2013, 05:24:16 PM »

I just noticed that it mentions being able to upgrade character stats but I don't seem to actually be able to.

Also, I can't remember if the PC version also did it which is why I mention it but the Mac version seems to create a scanline sort of effect that goes up and down the sprites as they do the little idle "bounce" motion.

EDIT: And am I crazy or does the mage seem to get extra turns?

EDIT2: Yeah, using the Monk as a damage dealer instead of a healer is plain not working. I can't even make it halfway through the quest using that tactic.
« Last Edit: March 17, 2013, 05:29:52 PM by johnki » Logged

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« Reply #87 on: March 17, 2013, 05:31:51 PM »

What do you mean you can't upgrade their stats? Was it unclear that you have to click the character in the main menu to do so, or did it just not work?

The "scanline" effect only happens in Mac version. GM's quirk Sad.

Mage kinda gets extra turns. His Charge up skill is a quick activity. Takes less time than other actions.
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Tom Grochowiak
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« Reply #88 on: March 17, 2013, 05:36:53 PM »

What do you mean you can't upgrade their stats? Was it unclear that you have to click the character in the main menu to do so, or did it just not work?
Well, I just checked again and evidently it wasn't clear. When it said "click on the character in the main menu," I thought it meant the little circular portrait. That's what I think of as the "main menu." I wasn't aware I had to be at the "Begin" screen. I tried nearly everything else and, upon reading this post, I decided to try it just to see haha.

As far as the mage goes, cool, makes sense. I didn't realize that the turn order wasn't set in stone in the sense that the mage can get "extra turns."

EDIT: Oh, to follow up, are there other combos that seem to allow the monk to be more of a damage dealer than a healer? I did mention that it's not working out for me but I also have only the starting lineup unlocked.
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« Reply #89 on: March 17, 2013, 05:42:04 PM »

Yeah, other people complained about that too, so you are not alone Smiley. I'll think of a better way, and make the heroes react to mouse in the bonfire screen to mark they can be clicked.

Turns work a bit like in those active-time battle jRPGs, only not in real time. There's a hidden value that gets updated with the character's speed. When it reaches some threshold, the character takes action. So a quick character can move several times per slow one's turn and so on.

EDIT: Monk works as a damager even with the initial setup. He's just more tricky to use as he's fragile and you want to sneak a heal every now and then. You can protect him with Knight's shield or his own Sanctuary ability and use him to attack armored targets (his attacks pierce armor). Buffing him with the Mage's ability can be fun too. Does wonders against the boss and other heavier enemies.
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