Windwalker's Forum Posts

  • This looks really polished and professional. Hope it succeeds!

  • > > Finally finished the first playable version. It only has the tutorial. If you are willing to test my game, check out my Itch.io page

    > >

    > > https://imgur.com/a/mOECf7P

    >

    > No keyboard control? Want to play!

    Thanks for the interest. I think I have to support keyboard early on then. I really need any feedback I can get about the movement mechanics since everything depends on it.

    I'll update you here when it's done. ^^

    Awaiting :)

  • Finally finished the first playable version. It only has the tutorial. If you are willing to test my game, check out my Itch.io page

    https://imgur.com/a/mOECf7P

    No keyboard control? Want to play!

  • Yep, it works, thanks for the suggestion. I will look into it more soon, but like some of the previous examples, it seems to only work with a single light source. It's an effect given to a sprite, it auto-calculates the normal-map, and then uses a single light source position to perform the lighting. There doesn't seem to be a way to introduce more lights. A single light can be used to do some great things, but not the thing I have in mind.

    Is it, I wonder, possible to use the javascript capabilities in this regard to use the canvas or some other means to achieve multi-light, normal-map, dynamic lighting on sprites?

  • Hey ! Thank you !

    your comment boost my motivation, i need it.

    i am alone for all...even the music and sfx, it's hard work

    and the principal ingredient is determination.

    I have just made a video.

    Take a look.

    Sorry for the bad quality, my CPU can't capture a video of the game with a descent fps.

    Subscribe to Construct videos now

    Oh dear, it is clear so much effort has been put into this. It is amazing! I love shmups since R-type, and this has the vibe of a really challenging side shooter. Will be watching its development. There's something about the graphics that I can't quite put my finger on. They are really good and the effort shows, but something about the colors, or the sizes of the enemy ships, or difficulty in distinguishing some of them from the background... or a combination. This is only a minor feeling, though, I would definately play this game.

  • Hello all.

    Left the construct scene for some years and came back to C3. Everything is... nice.

    Current porject can make great use of more realistic sprite lighting, something like normal-mapped dynamic lights, for example. Initial research/search still gives me the old options through the amazing tutorial of LeuNoeleeste, and nothing else.

    Was wondering if any newer options/addons was available in this regard?

    Thanks in advance!

  • Been thinking on meaningful gameplay mechanics to improve/enhance/alter idle clicker games, and yours gave me some ideas. The colors (or lack thereof) are great, but there are some edges in the UI that don't align with each other and that makes my inner obsessions tingle. The sound effect is also... open for improvement. Music, instantly turned off. Why am I writing all these? Well, because if you fix those this little project suddenly becomes a serious contender. Will be watching your career with great interest.

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  • That is... interesting... UI clean and nice. Looks professional in a subdued sense. Maybe just a milkier white and a greyer black, but maybe that's just me. (Maybe color options to choose from, or maybe simplicity is better).

  • Played it! Small, compact, nice, just works... BUT! The sound effects do it a great disservice. Could you replace them with something more ethereal, instead of the sharp and tingy sound effects?

  • Hello!

    I’m lvl 16 rogue at floor 32, and I can’t open locked chests any longer, despite having the +2 lockpicking amulet and having found numerous lockpicking upgrades along the way. Current lockpick score is 11. Considering the fact that rogue has to be one of the best in this regard, the lockpick difficulty progression seems too harsh for later levels.

    Suggestion: improve rogue lockpick progression OR reduce chest lock difficulty.

    Suggestion: Focused status effect might improve lockpick skill as well.

    Suggestion: Give rogue a lockpick skill buff spell.

    Suggestion: Lower the chest lock difficulty increase, but make sure every level has a small number of challenging locks that even the rogue can have difficulty opening without buffs. Provide essential items inside those, like blueprints and food.

    I removed my leather armor for an encumbrance 0 armor (Red cloth), which I enhanced to +5 with the scrolls I found along the way. This way I got rid of the encumbrance. That being said, some enemies can actually hit me for 2-3 damage now. But all enemies are actually the same thing with different stats. I really wish that up to this point we had some enemies with different behavior. This amount of challenge would be good for the first few floors instead of floor 30+

    Suggestion: increase the challenge in earlier levels.

    Suggestion: display a “miss” text instead of “0” when an attack misses.

    Suggestion: provide a means to see the earlier events in the text bar provided below (with keys or small UI elements that, when pressed, show earlier events).

    The game’s atmosphere is nice, especially better now with sound effects and music. The current music is good, but becomes too repetitive after listening it for 30plus levels. I turned the music volume down.

    Suggestion: different music and/or ambient sounds for different tilesets.

    The atmosphere can also make use of a little bit of story, especially if it’s creepy. Maybe we can collect story text pages. I would be willing to provide you with a lot of lore text, for items, monsters, story, etc… I am dungeon master for DND and Pathfinder campaigns for more than 20 years now. Just let me know, but maybe you already have a direction in your mind in this regard.

    Improving weapons with the orbs is nice at earlier levels. But at the current level/floor, my shopping needs are over and I have more than 30k gold accumulated. Even the food is very expensive. Currently thinking of buying a lot of food before it gets really expensive to stay alive at later levels.

    First ranged enemy at floor 37! Death Bringer! Finally! Have 45k gold. Unlocked some cool amulets and armor pieces, and shields. Can't understand which of those will be available for future characters and I'm afraid to test, because I don't want to lose progression. The progression is slow. Is it possible to make it so that the game has 50 levels instead of 100? The grind is really long :)

    Suggestion: It would be nice if you could add a changelog to the menu :)

    Wish you best of luck with all your games!

  • Hello. Glad I could both enjoy a game and help it grow. Here's the notes from my latest playthrogh:

    Restarted with rogue, challenge was better. Didn’t have serious issues for a long time, but when I made mistakes (forgetting to buy food made me loose half my hp once) I paid for it.

    At floor 10 I have 4 (1 from armor base, 2 scrolls I purchased, and 1 scroll I found) damage reduction, and enemies usually deal 0 damage, sometimes 1.

    At floor 12 I took some damage in the first room. It felt like the start of the challenging part. But it turns out most of the damage was due to me forgetting to eat again. Throughout this level, only gnolls were able to hit me for 1 occationally, and I had 88 hp despite being one of the supposedly fragile classes.

    Suggesiton: Maybe there should be a notification or effect on screen or sound effect to telegraph the hunger.

    The enemies at floor 15 could occasionally deal damage despite having my armor maximized at 6 damage reduction. I also carry a def +2 shield.

    Question: Does it also say “0” when enemies miss you? Or “0” only displays when they hit, but they deal no damage?

    Suggestion: Deeper / invisible gold deposits can give more gold, making investments on pickaxes and vision scrolls more important.

    Suggestion: Damage reduction armor buff scroll also increases encumbrance? And/or increases stomach cost of digging?

    Suggestion: Searching shouldn’t break invisibility.

    Suggestion: Alternative trap bonuses, scaling with floor (2xp x floor or 2gold x floor or % floor chance to get potion, etc.)

    Suggestion: We need solid doors as well, which you can’t see through.

    Improvement required: Enemy AI needs a touch, even when there’s more than 1 enemy in the room and I am inside the room, they often fail to surround me.

    Suggestion: different types of poison and/or status effects that temporarily reduce base stats, like reducing strength, attack, etc. (I later noticed the status information tab in the inventory).

    Question/Suggestion: Are some enemies capable of hiding? Sometimes I see rats coming out of nowhere, and once I thought a goblin suddenly became visible, but it’s impossible to determine if they came from another room or corridor.

    Question: is it the same to perform the search action with 1 ap remaining or 10 ap remaining?

    Bug: when entering a room by diggin a Wall through a neighboring room, the line of sight mechanic doesn’t work and you can only see 1 tile into the room.

    I hope I'm not being a bother, but I sense that this is a great foundation for an extremely well crafted roguelike. It still needs something to distinguish itself from others, but I really would like to see construct having its own good rogue game and you've laid a nice foundation for it. Hope this will grow into something spectacular.

  • Hello!

    I am really loving this game for some reason. The additional sounds and music has added a lot of atmosphere to the game! Awesome!

    I still have some humble suggestions based on my own experience with the game. You don't have to take them too seriously, but maybe they will give some ideas, so I will just write them down, just in case.

    Started with rogue, low str and weak weapon initially presented a slight challenge, and I could lose as much as half of my hp... but as soon as I bought the 50 gold, 1 damage reduction leather armor, enemy damage becomes laughable. Then it all went back to the same gameplay as knight. In fact, it was much better since I had a better search and lockpick skill, and found a lot of gold and items in hidden chests. With knight I couldn't even open a single locked chest, which is acceptable as a balance thing.

    The throw knife skill of rogue is so bad considering its mana cost. It does laughable damage. In every manner of speaking, moving into attack is much better. Does it get better over time, or with increased mind skill? Another question: Lets say I have 12 action points when I'm next to an enemy. WHen I attack, do I make only 1 attack, or the number of attacks is based upon a combination of the weapon and the action points remaining?

    I noticed that goblins have shield and can also reduce the damage I deal. Hadn't noticed this with knight, but it was noticable with rogue as I was dealing a lot of 0's. This is good. Enemy with armor can make it challenging.

    A couple ideas:

    -increased enemy damage or reduced starting hit points. This may mean that I want to get out of the level early for hp shopping instead of exploring all of it. This also means that constitution is more important stat, and health potions are essential. (I played with three different classes and never once felt the need to consume a health potion).

    -remove the armor buff scroll or make it very expensive. Even the initial 1 damage reduction armor makes the damage output of certain enemies irrelevant. Mice and bats for example deal either 0 or 1 damage when I have 1 armor. When I increase the armor even later enemies deal no damage.

    -Increase the effectiveness of all player spells. No spell I have tested was worth it, even the utility things like invisibility and combination of auto-crit when invis, are not worth the mana investment. It's almost always better to retreat, get a lot of action points, and slaughter the enemy. The spell scrolls, for example, it's almost always better to sell them for money.

    -Introduce ranged and/or annoying/challenging enemies. If you already have ranged enemies, introduce them earlier. This would open up tactical play (like retreating and luring them to close combat, making use of doors, digging, etc.), and maybe make spell use more important. Every floor beginning from 3 onwards should have at least one annoying enemy that makes the player consider his resource use. The snakes for example should poison with more effectiveness, makes saving throws even the more important. A good idea might be to make the attacks of those "annoying" enemies cause status effects, like the snakes currently do with poison.

    I will write more as I play, if you wish.

  • Started with ninja. Purchased the leather armor with my first gold. 1 damage reduction completely invalidates almost all enemy damage in the first few floors. Ninja is so fast that no enemy can stand the plethora of attacks, even with the puny damage output.

    Found one bug: 1 amulet and 1 ring I unlocked with knight was visible in the armory, but their prices didn't display. When I bought them it did cost 100 gold ish. The same problem is NOT present for the shield that I had unlocked, which displayed the price correctly. (+1 attack ring and amulet of searching, to be specific).

    I see that you have implemented xp gain from traps. Very nice.

    I still didn't need to use any potions at all. Either our damage output is too large, or enemy damage input is too low. I am not sure if this problem goes away in later levels, like lvl 50 ish, but it's a long grind until then. I suggest that the whole game be like 40 levels instead of 100, and enemy progression is increased. Will need a lot of testing, but I think I would enjoy testing it out. Still, I suggest you keep a strict version library, just in case.

    Br.

  • Hello.

    Played with knight all the way down to lvl 20. I don't know how deep this goes, or if it has an end or does it procedurally create levels all the way down to eternity.

    I took some notes playing, copy pasting them...

    * Weapon orb doesn’t show in shop inventory icon, only way to deduce its presence is to check the stats. Can cause mistaken purchases.

    * Couldn’t find the button to close inventory once I open it with “I”, do I have to take an action? Pressing “I” to close it again?

    * Healing (red) fountain at level 9 healed for 1 hp only. (from 75 to 76, does it heal to a percentage of max hp? Was it supposed to give a buff?)

    * When blinded and consuming the green potion, the los doesn’t restore immediately, but have to take an action.

    - Disarming a trap could have a small chance to yield items/gold or xp? (items of the previous victims?)

    - Find gold scroll could also cause an increase (buff) in the gold dug from the walls/chests/enemies?

    - Having too easy time with Knight. Enemy damage too low and can’t compete with even low armor values (damage reduction) values like 1-2. Snakes don’t even deal damage most of the time. Once I upgraded my starting armor to +5 with scrolls, I am like Ironman.

    - Progress too slow, interesting enemies don't show up before lvl 10, you could double the rate of introduction of new enemies.

    -Felt zero need to use potions.

    I think this has the beginnings of something awesome.

  • Looks really good, and there's always this potterish itch that can't be fulfilled in game environment to the extend that I want. Everytime I see one such project I get excited. Keep us excited here with frequent updates!