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We'll definitely look into the gear question. It's feedback we've gotten multiple times so we want to explore options, we just want to make sure it doesn't break the balance of the game.
Regarding picking which road to take, this is something we discussed early in development, but it came with a number of complications and at the moment, it's out of scope. We will however keep this feedback at the back of our minds to see if we can find ideas on giving a bit more agency when it comes to path choices. No promises here though unfortunately.
Number 3 is really interesting feedback. What are you looking for specifically here. All skill trees should have at least 6 nodes that changes gameplay or powerlevel significantly and most of the minor nodes builds into these super nodes in some way or another. They also synergize with combos and items.
But if they feel underwhelming we either need to make the above clearer or figure out what players would like to see in skill trees. So we're very curious to hear more of your thoughts here.
Thanks again for spending time providing great feedback like this! :)
It might just be the fact that it is a demo and missing content that you folks have planned behind the scene. In which case I wouldn't pay much attention to my 3rd point.
As for #2, totally understand and I do hope your team will considers that suggestion in the future as it would add a lot to the game.
Thanks for responding. I always appreciate developers who make time to do this. I hope you guys succeed.
Thank you for the encouragement, it means a lot and gives a ton of energy to continue development! :)
Oh hey unleashthegiraffe, a inventory or backpack would be appreciated. It would be nice to hold on to some gear I want to use in the future. Unless that is already being done or I missed it somehow. Game is so much fun I re downloaded the demo. Thanks a bunch!!
If I think of anything else I will just keep adding to this thread. Have a great week.
-2 items is max, 3 would be overpowered. (if you do/implement the 2 items equipable/slot, lower all the stats of items by [5% or 1] ( 1 if 5% < 1) ) (calcule for both min and max dmg/heal of the items)
my suggestion :
- can we sell items when we are at a shop ? Because atm it sell it after we leave the shop, so some time n*10g from the sell would allow to byu an item.
Good point. being short and then getting the money after leaving doesn't feel good. We'll look into this and see how easy it would be to implement.
Yeah, just took a swing by and tried things through 3 map nodes. Game continues to be fantastic.
Regardless of over powered or not, I still would rather have more items to equip. It adds more decision making and the possibility of more combos. You can always tweak numbers...however I understand that = work/undesirable side effects...it's just how I feel about it.
Suggestion 1: Any icon I can hover over...it would be nice to have a pop up telling me what that icon means...whether it be in the attack tab, over the hero's portrait during combat, etc.
Repeat suggestion: Being able to carry some amount of excess gear instead of being forced to sell it.
Other things I was thinking about...however take with grain of salt as it might cause more work/balancing nightmares or conflict with "vision" which I get:
Combining of 2 different items to make a new item (might solve the one equip item issue I have but would require bag space to hold stuff to combine. This is a bit more interesting then just getting an upgraded item with more of the already existing stats.
I hope there are more varied events in release. Was running into 2-3 of the same ones in a row.