Thanks spaisin, I've fixed everything you reportedspaisin wrote: Fri Nov 05, 2021 8:27 pm Well, you're wrong, you seem to have understood it just fine. (Also known as: "yes, sounds about right")
While on the topic of bugs, Alice was called Hope in quite a few rows of dialogue, I think the status bar was correct, but the other texts mostly weren't. EDIT: might've been backwards actually, status bar having the error.. maybe.
Also; check the meaning of "into" vs "upto" ... I think "into" is "interested about", "upto" would be more appropriate? Kira and Abby are into somethings for sure, but ... maybe upto something? (I'm no native though, so maybe I just learned something new...)
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In v0.95 and v1.0 updates and I'm focusing on adding more content in the first areas, I have the exact same feeling, whenever I start a run it feels like the forest area is the most dragged one. However I do believe that this is normal with any game that the player is forced to start over.
Fixed!
I guess I could make the format a little bit better, I don't really like the idea of a completely vertical list so I maybe some bracks would really be the best ideaindyc wrote: Sat Nov 06, 2021 4:39 pm I would consider how you display lists with numbers. I can't at a glance figure out what my handjob addition is at a glance for example when I read it at the church or codex. Consider using brackets or something to separate each.
In this part I will have to disagree, since the beginning of development I have always considered randomness as a good and necessary thing to avoid this "dragged" feeling that we have in the forest area. What prevents the first area from being a button smash is precisely the few times that corruption rises to worrying levels, requiring a little more strategy on the player's end. This is when things get interesting and you start thinking about what will be your next move.
Also, rebalancing the potions would affect the game as a whole and not just the first part of the forest, as they are found in all areas.
When I went to design this perk tree I had two choices:
1) A flexible tree where the player can choose any perk at any time
2) A fixed one, in which after the first selection, the player is forced to stay on the same route
What I actually did was a mixture of both. In the current version, the player has no extra costs if he prefers to change the main route. However, by changing his "build" he abdicate the accumulated benefits that build could offer
I particularly like this design because it rewards players who focus their character on a single attribute, while still giving the option to change the build when in a pinch.
Increasing the next levels cost would benefits players who build "jack-of-all-trades" characters, these kinda of builds reduce the replayability of the game by a huge amount, as all characters would be very similar to each other
With all that being said, I agree that the "Attack build" is op, but I also feel that the loot build is good too, being more mid-late game focused. Maybe it's just a matter of balancing the other two builds. I'm going to run some tests on v0.95 and see how things go
This falls into what I've mentioned above, encouraging jack-of-all-trades characters that I'm not really a big fan of.indyc wrote: Sat Nov 06, 2021 4:39 pm I am not the biggest fan of only being able to wear one accessory at a time but it does open up some interesting potential. Perhaps instead you could have 2 slots - a primary and a secondary where the secondary gives half benefit. This only stuck out to me because it is odd to me to
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To be honest I think accessories deserve a buff, 25% is currently a very small percentage, I've been planning on increasing it to 50%
I agree, will fix it asapindyc wrote: Sat Nov 06, 2021 4:39 pm When you go to the city in the last hour of the day when you get there it tells you that you have to go back to the camp. This is quite annoying to wait through those timers, just tell me I can't go there because it's too late before I walk off.
@edit: Actually, I'll change it on v0.95+
Actually the dreams are still there. Which bad ending are we talking about?
Will fix it asap too, thanks for reporting !
Thank you very much! Although it won't be there for too long, as I might delete it soon, just like I did with the othersindyc wrote: Sat Nov 06, 2021 4:39 pm I have other things that I think could improve the game experience using what you already have but didn't want to send you too much yet. Congrats on being in the 10 ten right now!
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I'll reply in a minute, just a second please



