If you go with a knight, you could have one who starts with a lower base stat (say 80 health and only 90% combat) but gets a mount of some sort from the beginning. That would add a significant uniqueness (and you could then use "Chevalier" or "Cataphract" or some such term for a specifically cavalry trooper).
Ah, that would be so cool. And I guess suitable for a female knight. I love the idea.
BTW, I have plans for more mounts, but bigger ones (horse, elephant, dragon). Those should be available in the last, 7th level, which will be designed with more open space to allow those big animals to move everywhere. Maybe 6th level as well, I haven't decided yet.
Alternatively, go for a "Paladin" who gets 10hp auto-heal after every battle as a free ability (should be balanced I think, though quite nice if combo'd with the Giraffe). Or you could have a tank-style character "Champion" or "Defender" with a sword where each kill gives +1 to the shield ability. Or switch to a more damage-focussed character ("Varangian" or "Barbarian") who drops 10% off each of archery and magic and goes down to 80 health in favour of starting at 110% combat and using an axe.
Barbarian is already in the character list. He will have faster rage buildup and possibly increased combat and decreased magic skill as you suggest. I also plan to have a couple of special combat animations unique to him, which will make his axe more deadly. He will be unlocked with a set of challenges (stuff like "Beat the game with all bosses coming in duos") you have to complete. However, for that we need to have all levels ready, so he isn't in yet.
I have some plans for Paladins in the future versions of the game, but I don't want to introduce it now.
"Champion" also looks like a good alternative as well. It means I wouldn't have to create a new mount at this point.
I still think that avarice should have a 10 or 12 time limit on it like tracker delusion does. The whole game just grinds into inventory management once it's been triggered, which is a pain.
Maybe the game should simply lock inventory and you cannot take anything? But that would prevent drinking a potion to remove it.
You can lure the thieves in the dungeon to steal stuff from you. But I guess it still means playing until dungeon.
Maybe I could enhance it with some positive effect. For example, you could have double coins for every coin pickup (and triple/quadruple/etc. if you drink more potions).
I also think that generosity feels a strange name for a potion that's 100% negative, as being generous usually has good connotations. I think I'd call it "extravagance" instead.
Fixed. Will be in the next version.
The warbreaker hammer getting the +mana ability with each kill makes it awesome, possibly too awesome when combo'd with the retort or the magical chest. It also feels an odd match of ability to name - having a "Wizard's Mace" or something with the mana ability feels like it'd make more sense.
Initially it was the only weapon that can break shields and stun bosses with a regular attack. "Wizard's Mace" feels too simple. Maybe something like "Enchanted Warbreaker" would be better?
It currently feels a bit too hard to keep the boar alive into fourth level unless you're the chanter. This may of course be intentional, but thought you should know.
You can use the Life Staff to revive it at a cost of your own health.
Also, a new type of mount, Undead Boar, will sometimes be available in the Catacombs.
And big mounts are planned for the final, seventh level.
Would it be possible to make the level jumps from 2-3, 3-4, and 4-5 trapdoors, so you walk on it then trigger the trapdoor with W? Tiptoeing around the 2nd level exit trying to gather items blown out of the rocks whilst also trying not to fall in just feels a bit of a pain and I'm not sure it adds much to the game to have occasional times when you fall into the next level early by pure accident.
I'll check. That part of my code is rather complicated because it ties into level transition, so I cannot promise that I will be willing to touch it.
Will the ice dragon start appearing at any point?
No. There will be an Ice Mountain level, but with different bosses.
I've seen it occasionally via gamble scrolls, but it never turns up in game, and it'd add a bit of variety, having to do the hornet queen too many times just gets a bit of a drag.
Every level will have 3 bosses, I just haven't got to it yet. The current plan is that 3rd boss on the battlements is "The Four Ninjas". So, actually 4 of them at once. Also, a Cyclops or Minotaur is planned for the first level, and Thief Mastermind and a Giant Slime are planned for the Dungeon (once you beat the Butcher).
Purely so you know, I've now switched back to my tactic of always doing the level 1 boss fight as soon as I find it - I can now beat the golem with basic weapons pretty reliably.
Yup. Although, I mostly play with Pyromancer and Golem's vunerable to fire, so it's easy.
Also I've started doing some skins themed around some of my actual academic work, I've got a second one coming soon: http://exilian.co.uk/forum/index.php?topic=5214.0
Oh, I completely missed that. There was the whole "site transition" thing and I went to Greece for a couple of weeks, so I didn't come to the website for some time.
It looks awesome!
Hope all's well! I'm now based in Vienna, so I'll have to take a trip down into the Balkans sometime
Actually, it's only a 4.5 hour drive from my city (Subotica) to Vienna, because it's at the very north of my country. I guess I might come visit you some time. My wife and I always wanted to go to Vienna for a weekend but never got a real reason for it.