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1411314 Posts in 69330 Topics- by 58383 Members - Latest Member: Unicorling

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1  Community / DevLogs / Re: Delver on: November 29, 2014, 12:07:22 AM
Are you guys still considering suggestions, or is it too late into development...? 
2  Community / DevLogs / Re: Delver on: September 09, 2014, 11:27:09 PM
Post an update? Sad 
3  Community / DevLogs / Re: Delver on: August 28, 2014, 05:25:47 AM
Problems recording?

I use Shadowplay, which is exceptional for recording gameplay footage, but it seems as if Delver refuses to allow me to do so...

It won't even show my FPS counter on the screen, which is odd, since even YouTube has it up and running.

I remember being able to record the game in the past, so may I ask what has happened, or if you decided to not allow the game to be recorded?  Thanks for your time, and the game is progressing beautifully!

Still waiting on the secrets behind the waterfalls, though...  Wink
4  Community / DevLogs / Re: Delver on: July 16, 2014, 02:28:57 AM
Sooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo

Any clues as to when the next update is?  Or what it will entail?  Getting excited over here.  Checking this daily.

BRING ON THE UPDATES.  MY BODY IS READY.   Wizard  Evil
5  Community / DevLogs / Re: Delver on: June 30, 2014, 11:56:31 PM
Uhh... ?  This has absolutely nothing to do with this game.  Shameless self promotion, or what?
No need to be harsh:  Boarding Party is a little game Delver's creator made on the same engine as Delver for the 7DFPS jam.

Not being harsh, but there is a different forum for that, one could guess.  It'd be a bit more pertinent to discuss the flaws/gems of this game, then to post a video of YOUR channel for a game that is not Delver, no?
6  Community / DevLogs / Re: Delver on: June 30, 2014, 10:13:57 PM
Sorry if this is off-topic but I think it's related since I think it's the same engine.

I couldn't find any video of people actually playing Boarding Party properly on Android.
So I made one to help out, my channel is of zero importance, but at least it's out there now.




If it's unwanted I'll delete it right away, or I could also make one for Delver.

With a controller and the right Tincore profile these games are the best I can find for Android. By FAR.

Uhh... ?  This has absolutely nothing to do with this game.  Shameless self promotion, or what?  If you're not posting stuff to improve this game, then in my opinion, don't post at all. 
Tsk tsk.
7  Community / DevLogs / Re: Delver on: June 27, 2014, 09:31:27 PM
Block function and/or shields is a good idea (I think it has been mentioned by the devs, btw), but I think it must stay simple regarding weapons. I don't see big interest in upper tier weaponry unless Chad & Josh implement more dungeons...
... That echoes to your 8th point: campsite is a real beauty (Halloween special version was too!), even making the dungeon more tangible, but hell I'd pay for a DLC adding an overworld like the one that was prototyped Smiley

Points 6 & 12: YES please!

Thanks bud Smiley  I can understand the weapons...  Too much and it would require a massive amount of balancing, or simply take away from what the game is... Either way, would love to see more!
8  Community / DevLogs / Re: Delver on: June 27, 2014, 02:16:53 AM
Dear.  God.  The difficulty in this game has been CRANKED.  In fact, it seems at points to be too hard?  Well, maybe not even hard, but just an overwhelming amount of damage, almost always from Spellcasters.  Even on the first couple levels, the "Blue Mage" is insanely powerful.  I feel as if they need to be toned down a bit?  I've been one shot a couple times, as well as two-shot consistently.  It's rather frustrating seeing the necromancer, then getting two-shot by his Dark Lightning in a matter of seconds, even though I have 20+ health  Sad  I know there are ways to circumvent this, such as Scroll of Magic Resist, but sometimes you just don't get that lucky...  Any info, or am I doomed to die at the hand of spellcasters in the blink of an eye every time?   Cry
On a side note, been following this game since it's release (My old posts are somewhere in the now 229 pages), and have seen it grow into such a unique, amazing game.  The art style continuously improves, as well as the mechanics... Here are some of my suggestions, or concerns!

1.  Spellcasters OP.  Lol.  Wouldn't mind seeing them getting somewhat of a nerf, or perhaps more resistance to it?  In fact, what does the "Magic" stat do?  I can assume increasing the damage of spells/wands...
2.  Add a block function for ALL weapons.  Having Left click + right click + spacebar for attack is a bit redundant.  Perhaps right-click could be a special kind of block, one that only comes into play if timed perfectly?
3.  Relating to point 2, seeing shields in the game would be awesome.  Sacrifice some speed / view for extra defense and a continuous block.  Could be exploited, but I'm sure you'd find a balance.
4.  Adding more varieties of armour!  For example, Ranger armour that increases the damage of Bows by +1 for each piece?  Mage armour that increases damage of wands and spells, while suffering more damage from melee (For being cloth, of course!), and adding, potentially, increased melee damage resistance for plate, as a "Fighter" set.  Maybe even a rogue set, too, for increased damage / speed / range for daggers.
5.  More weapon variety, in the case of ranged especially!  Slings, throwing axes, throwing daggers that could be tossed in rapid succession...  A crossbow, perhaps?  High damage, low fire-rate.  As for melee, perhaps the introduction of Quaterstaffs, axes, spears (Longer range, but prohibitive in close range combat)...  All kinds of things!
6.  MORE SECRETS!!!  Please!  I think I threw out a suggestion a while back for behind-waterfall secrets.  Would love to see this implemented.  Also, perhaps making some of the "Secret" doors less obvious...  Kind of sad to see the mini-map/map expanding beyond a wall that would otherwise be ignored, or the ONLY pathway that you can travel on turns out to be a "secret" stone wall.
7.  Perhaps increase the range of the dagger SLIGHTLY.  I feel like, when I use this, it's simply a spam fest for both melee and health items, going face-to-face with enemies and hoping I can stab him fast enough before a spellcaster melts my face off.   Tongue  I feel this also goes hand-in-hand with the shield, in relation to Point 3. 
8.  I love the campsite, but would love to see more added to it Smiley  I won't suggest anything, as the additions already added were incredible!
9.  An expanded soundtrack would be nice, and well worth buying, in my opinion. 
10.  More enemy variety, and for the love of god, patch the bats, PLEASE.  Hitting a bat three times with a 10-14 damage sword is a bit insane, no?  At least I think so.
11.  What happened to the variety of traps?  I remember a whole slew of them!  The teleport one, although frustrating, was rather hilarious.  Would enjoy seeing their return, and additional ones implemented.
12.  Perhaps a screen-blur for Ale?  Getting drunk in-game and sword-fighting would be rather hilarious.
13.  The Lightning Wand and some bows seem to have their trajectory SLIGHTLY off?  Am I the only one noticing this?  I feel as if I have to aim slightly higher than normal.
14.  Enemy AI pathing is a bit rough at times.  I've seen them get stuck on boxes, and simply stare at me, yelling threats lol.  Rather hilarious, but takes away some of the challenge.

Anyways, this game has come so, so far.  I can't wait to see what it will be like in the final stage.  Keep up the amazing work, and the fact that you listen to the community so much is a huge reason for me to keep my eyes on the games you update / will release.  I've suggested this game to many friends, and have bought it for them as presents Smiley  Please, keep up the amazing work!  This is a game I'll be playing for many years to come, I feel.
9  Community / DevLogs / Re: Delver on: October 11, 2013, 07:52:35 PM
Gimme dat dere patch on Steam Sad
Please?   Smiley
10  Community / DevLogs / Re: Delver on: October 07, 2013, 11:04:58 PM
I would be more than glad to be a participant for that! 

Message me on Steam, maybe?

Kenshiro - Canada..  Level 23
11  Community / DevLogs / Re: Delver on: October 07, 2013, 09:18:54 PM
Today's work, in preparation for the IGF build:


Looking good, do you get to make any choices when you level up?

Yeah, you choose one of those stats to increase.

Looking great!  Any idea when the next patch for Steam is?  Smiley
12  Community / DevLogs / Re: Delver on: September 10, 2013, 01:46:37 PM



After mulling it over, here's the road I think I want to head down:
* Add currency in the form of gold pieces. Could be found in the dungeon as loot, and dropped by monsters
* Shops and shopkeepers - to buy and sell items from
* Banks - safe deposit boxes and currency storage. When you die, some or all of your gold would automatically be deposited into the bank (Life insurance Smiley)
* Starting area with a shop and a bank - can spend gold here to prepare for your run
* Randomly generated shops and banks in the dungeon, or a halfway down town

All of them! :D
Moster variety = awesome!

That would be super hard to animate, unless we had a system that would just swap out a random head on a body. Which is not that bad of an idea Smiley

YESSSSSSSSSSSSSSSSSSSSSS.  YES.  DO IT.  PLEASE.

ALL OF THIS.
And more Wink
13  Community / DevLogs / Re: Delver on: September 07, 2013, 01:20:06 PM

TIME FOR RYNN'S SEMI-ANNUAL BUG AND SUGGESTION REPORT!
(my apologies if you're already working on these, Chad)

    BUGS:
    • Enemy Collision Problems
      • Flying enemies are still half-inside the ceiling. If you kill them while they're in the ceiling, any item they drop will be stuck there, unable to be picked up.
    • More Enemy Collision Problems
      • I had a sewer troll chase after me with one of the poisonous black worms riding on top of his head. I wish I'd gotten a screenshot...
    • Even More Enemy Collision Problems
      • Enemies that step on teleporters can be teleported inside of other enemies, causing them both to be stuck in place. It's also possible for you to be teleported inside of an enemy, and be stuck in place, not knowing what is killing you. This has been an issue for a while.
    • Face Problems
      • If you kill a flying enemy, and an item falls on your face, you can't pick it up till you step back and let it hit the floor.
    • Inventory Problems
      • I seem to randomly let go of items as I'm trying to click and drag them around. This makes equipping items, arranging my inventory, and throwing items accurately very difficult. Not sure what could be causing that...

      SUGGESTIONS:
      • Consistent potions.
        • The first red potion I drink may heal me, while the second may poison me. This makes potions almost useless while in combat, since I don't want to risk poisoning myself instead of healing.
      • Potions should identify themselves once you use them.
        • I'm not smart enough to remember what color potions do what.
      • Make scrolls like potions.
        • Have them be unknown when you pick them up, but identify once you use them.
      • Different scrolls should have different appearances.
        • Hovering over every scroll in your inventory trying to find the right one isn't very fun while you're being pelted by mages. Perhaps add different colored ribbons or seals to scrolls.
      • Make scrolls more useful.
        • Health and Teleport scrolls are fine, but I end up throwing all my Fire and Blizzard scrolls away. You have to wait till an enemy is close enough to hit you before you can use them, and by then you might as well just use your sword. Not to mention they're useless against ranged enemies. They're not worth the single inventory slot they take up. Even a broken wand is better. If you're going to have a single-use attack scroll, its attack should be devastating. For example, have the fire scroll do massive damage to every enemy in a 50 foot radius, or have the blizzard scroll freeze every enemy in range. Or maybe have Spell Tomes, so you could have an unlimited amount of uses, but with a magic gauge that needs to recharge. Perhaps add a Scroll of Invisibility so enemies will stop attacking you for a short period of time. Other possible scrolls might be Enchant Armor/Weapon, Gain Level, Cure Poison...
      • Make secret doors more secret.
        • When you hit a hallway with a dead end and the word OPEN appears, well, that's not hard to figure out. Secret doors should spawn along the sides of hallways so it would be easy to walk right past it and not see it. They could lead to hidden rooms that have a higher chance of spawning better loot. Maybe even have treasure chests!
      • Adjust the weapon and armor ratings.
        • It's kind of disappointing to stumble across a jeweled sword only to find out it's weaker than your steel one.

      That's all I've got for now. Again, if you're already working on implementing these things, ignore me. And if anyone disagrees with my suggestions or has better ones, let me know!

      Congrats on getting Greenlit! Though it is a double-edged sword... You'll get more exposure and sales, but the community is absolutely awful. I'm very saddened by all the comments already on your page. IGNORE THEM! Delver is great!



      I agree with much of this. 
      Especially with the armor/weapon rating... It seems as if the "Fine" of the next class is equivalent to an "Excellent" of the current class.
      Excellent Iron Sword ===  Fine Steel Sword.

      It should be a bit more of a difference, and, with going back to my post, I believe adding more levels, or the OPTION to add more levels (The farther down you go, higher loot, of course) will definitely increase the gameplay, re-playability, and overall fun/intensity.[/list][/list]
      14  Community / DevLogs / Re: Delver on: September 07, 2013, 12:17:21 PM
      Hey-o, Interrupt!  Just bought the game last night, and am really enjoying it!  Hopefully this is where you post suggestions, 'cause here we go:

      Secret areas behind waterfalls (C'MON PLEASE <3).
      Loot in the water in the "large water" rooms.  (Give a hint as to where it would be by a marker on the roof or something.)
      Capability of setting how many floors you would like to play through.
      More items/armour/weapons/pots (with effects like +atk, +def, +magicatk).
      More enemies/traps/bosses.
      More area skins.
      Capability of setting how many floors you would like to play through.[2]
      Perhaps side-quests?
      Item descriptions (How much health regen, how much better/worse an item is).
      Perhaps add shields and make blocking a possibility, making combat more in-depth..?

      Well, I hope this is what you're looking for, 'cause BAM.
      Keep up the great work, will recommend.. Already got one friend to buy it, I'll try getting some more to Smiley 

      Oh, and keep the skin.  Tongue
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