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Here's my feedback on version b.050a.

- Pixel art is very nice. I did feel like the monk-job sprite looks it's always attacking downwards, which looks weird when you're attacking from a different angle.

- I've tried the majority of the jobs now and am a bit worried that the early game may get samey across replays. Possibly add more low-cost skills to differentiate early builds? Switching jobs feels like where the majority of the depth is, so the more jobs and skills in general the better.

- Cooking does not reward experimentation (so much curry....) and it would be nice to have an in-game way to note down recipes.

- The yellow marker for the stairs going up on the map blends into the background. Consider using a different colour.

- No crashes thus far, but I did get weird seemingly random slowdown. Could happen at any point and had no clear clause.

- The 'warp to the stairs' dialogue option upon clearing an optional level doesn't work, but using the portal from the UI does.

- My summon would get killed but their 'lifebar' would persist on the right side of the screen and say that they still had life left.
Thank you for the feedback. By the way, b053 is being uploaded shortly! I have been working almost nonstop addressing bugs and quality of life features.

1. The character pixel art is very time consuming, so our current priority is creating more character jobs (3 more) after which we will be making directional sprites for all the playable characters. This will take months but it's very high on the list.

2. Some jobs are more unique in gameplay style than others, so we will continue to fine-tune their skill set. However there are also significant customization features we have yet to add. For example, in the coming month you will be able to spend JP to learn weapon masteries, unlocking new active/passive skills available for specific weapon types. You will also be able to upgrade job abilities after learning them.

3. There are not enough recipes right now, only about 10. In the next 2 weeks there will be about double that many.

4. There will be an in-game journal tab which will record recipes you've successfully created, and ones you have learned through drops and NPC conversations. No exact ETA but it is something we are aware would be very helpful.
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Post edited July 22, 2017 by yuripaz
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aaversa: Thank you for the feedback. By the way, b053 is being uploaded shortly! I have been working almost nonstop addressing bugs and quality of life features.

1. The character pixel art is very time consuming, so our current priority is creating more character jobs (3 more) after which we will be making directional sprites for all the playable characters. This will take months but it's very high on the list.

2. Some jobs are more unique in gameplay style than others, so we will continue to fine-tune their skill set. However there are also significant customization features we have yet to add. For example, in the coming month you will be able to spend JP to learn weapon masteries, unlocking new active/passive skills available for specific weapon types. You will also be able to upgrade job abilities after learning them.

3. There are not enough recipes right now, only about 10. In the next 2 weeks there will be about double that many.

4. There will be an in-game journal tab which will record recipes you've successfully created, and ones you have learned through drops and NPC conversations. No exact ETA but it is something we are aware would be very helpful.
The quick updates and how quickly they get put on GOG is appreciated!

The pixel art is why I'm refraining from making big suggestions as at this level of sprite quality it must be very work intensive to make. :) My only current suggestion as far as the player character sprite goes are those directional sprites and adding a number of variant colour schemes (like a fighting game character) as a way to add character customisation without needing to make new sprites. The latter goes a long way towards making the player character more personalised without needing to add more involved options such as variant sprites or a colour editor. I've also seen it suggested on the Steam forums that people would like male sprites, so I'll add that the lack of them didn't bother me at all and I don't feel like the work involved making them would be worth it.

I'll be looking forward to the skill features! From what I can tell you're building towards a game that is more compact than a TOME, with gameplay that is fun on replays without needing to invest a lot of time to reach the mid-game. In that light your skill-system is currently the most involved and fun to tinker with part of the gameplay. Building on that with features like the one you're implementing will add a lot to the gameplay. Choosing your stats is the blandest by comparison, though this is also a consequence of how gaining levels and skills is separated in this system.

That's all I have to add for now that feels like it could be realistic and isn't already an obvious suggestion. Keep up the good work!
Post edited July 21, 2017 by Fortuk
Tornado Stance feels kind of OP to me. I'm not that good at rogue-likes, so I'm still dying after 10-15 floors, but the damage and knockback on Tornado Stance are very strong for a passive counterattack skill. I think the cost and duration are fair, but even one or two squares of knockback would be plenty, and maybe even 50% of the current damage numbers would be enough. I might also even consider changing it to a toggle that costs 5 energy per counterattack, including the suggested damage and knockback nerfs. The effects are so dramatic that it feels more like a direct attack than a passive counter.

YMMV. Maybe the limited uptime in return for greater power is part of the thrill. But I wanted to throw that out there.
Just wanted to say: kudos to all the work. I'm waiting a bit until more new builds roll in, but the changes are encouraging!
Post edited September 07, 2017 by Fortuk
I can't help but notice that the current job select interface still has room for exactly one more job class... :-D

2H Sword Dancer/Edge Thane seems like the most obvious Edge Thane synergy to me. Weapon damage and parry buffs coming from both sides of the build, and good mobility too.
Post edited November 18, 2017 by mothwentbad