Many, many thanks for taking your time to play and such a detailed feedback!
I think most of your points are definitely valid Obviously the first noticeable issue is the font on the end screen....and I've thought that it has been checked through the platforms :/
I agree that the spear and the axe abilities became not so useful in the end (less so with the hammers as I actually like to use them quite often myself . They probably should be changed / removed for a tighter gameplay. The spear hitting only a distant unit seems very useful, however it would need some extra UI handling. Simple directional UI was one of my main goals in the game, so not sure how to bring those two work together.
It is interesting what you say about the ranged units being the biggest challenge at some point. It makes me now think that there should be a specific type of weapon / action that would counter those attacks (like eg. the shield you mention later). That is actually something that could substantially improve the game.
As for the issues mentioned in the bullet points:
So, a lot to think about now, which I am sure will push the game into a better direction Thanks again, it will be very helpful in further development. Have to update my Asana tasks
I think most of your points are definitely valid Obviously the first noticeable issue is the font on the end screen....and I've thought that it has been checked through the platforms :/
I agree that the spear and the axe abilities became not so useful in the end (less so with the hammers as I actually like to use them quite often myself . They probably should be changed / removed for a tighter gameplay. The spear hitting only a distant unit seems very useful, however it would need some extra UI handling. Simple directional UI was one of my main goals in the game, so not sure how to bring those two work together.
It is interesting what you say about the ranged units being the biggest challenge at some point. It makes me now think that there should be a specific type of weapon / action that would counter those attacks (like eg. the shield you mention later). That is actually something that could substantially improve the game.
As for the issues mentioned in the bullet points:
- The potion atlas - great idea, definitely something to add. (Have to figure menu layout accommodating extra positions.)
- I have to re-check the font sizes again. And I think last time I checked the kill list there were fewer enemy types
- I am not too much myself into the story / narrative in the games myself. That is probably why it is lacking here. For sure I wanted to add some more furnishings on the map (even without a defined gameplay function) to make it more lively, more monaster-ish and less empty I was also thinking about some special level to break the monotony - but that's not even started yet. The colour / material change when you go up is also a neat idea, maybe it could mimic tower being started as a romanesque structure, finished in gothic or smth
- As for the bestiary, do you think it should persist through the runs? The monsters are not randomized at all actually.
- Yes, definitely there should be something aimed at countering ranged units. I have no idea what at the moment, but I have to give it a serious thought
- Havn't actually tested this kind of running strategy myself either. I am afraid that the game is not too well balanced yet and the outcome might vary greatly between gameplays
- Enemy hitting each other is kind of a side of effect of how their logic is coded. It was not done on purpose and can be easily changed, but decided to keep it for now. If the npc has no free space to move, it will attack one of the surrounding units (regardless of who they are). I thought that might mean panicking of the crowded unit. But maybe it just adds too much confusion? (definitely does not add much to the gameplay exp.)
- I think the poison heal might be useful eg. against the ranged golden snake - if you get hit, but manage to get out of its sight. But yeah, the extra turn of protection might make more sense. Actually there is no potion protecting from poison (like 'shield' one, protecting from hits). Now I think there should be
So, a lot to think about now, which I am sure will push the game into a better direction Thanks again, it will be very helpful in further development. Have to update my Asana tasks