One thing I would add would be an indicator for wich tile you are currently interacting with when holding a Pickaxe/Axe/Shovel (every tool used for world editing)
If you know what I'm talking about, in Stardew Valley you can enable to see a visual indicator of what you're swinging at. Sometimes it can be hard to aim at a chunk of tin or something, so a visual indicator or smart selector could be useful!
Being able to close the recipe book with the escape key would also be useful lol, instead it just brings up the pause menu You know, like how you can close the inventory with the escape key
The game is really cool and has a lot of potential, I like the leveling-up system and the power orbs. I think it would be cool if the power orbs could be upgraded so that once you are full of them they're not useless when you receive more from monsters. Maybe make them a bit more rare, or maybe make it so you can combine two level one power orbs into a level two power orb? I think the leveling system has a lot of potential in the sense that it could keep the game always balanced, like how you recently added that new green slime and made it so ghouls don't spawn until you are at least level one.
Another random thing, but a friend was playing on a world, and after fighting Blobby, his world basically became permanently really laggy. He also said that projectiles he fired were like, coming from a different direction or something, like his player and the server were maybe desynced or something. Anyways, thanks for making a cool game and releasing this demo :D
As for the hit indicator, I think the trouble is there is no tutorial yet for explaining that weapons can be "swung" as in, click then move the mouse around, everything that the weapon swings into will be hit, you can visualize this by pressing F9.
I'll add the ability to close the recipe book with ESC. Thanks for mentioning it.
There are more powerful orbs, just not in the demo, the +2 and +3 versions drop from harder mobs. I also have considered doing a combination recipe to upgrade them.
Getting the balance right is hard. I've actually lowered the difficulty considerably since many people have trouble at first and I have played way to much so my gauge of difficulty is off. Enemies spawn based on highest player level, so adding a different enemy with higher stats later in the game to keep it fresh is doable.
Right now the Blobby boss shoots more and more blobs at the player and the number of them is not capped. This is probably what was causing the lag. I'll consider capping the spawns or despawning the remaining slimes when the player defeats the boss.
It's really pretty and it's a great idea, but needs a lot of work. Here's some of my feedback.
I HATE the stamina mechanic, because it makes breaking stuff super slow and killing enemies nearly impossible without dying over and over
enemies do too much damage and take forever to kill
I can't see behind anything and it's super annoying
I wish I could hold down the mouse to break a tree instead of clicking over and over and then losing all my stamina
I found this bug where a ghoul pushed me through a wall
This needs a wiki or something, because I have no idea what I'm doing or what certain things do lol
It takes too much inspiration from Terraria, especially the GUI
Showing a grid when placing stuff might help with aligning it a bit better since the game is isometric and I get kind of confused sometimes
This isn't an issue but did you make the inventory open/close sounds with your mouth? lol
BTW the fact this is made with pygame is really cool and I wonder if you'll add mod support, because python is one of the languages I know pretty well.
Thanks for your feedback. I'll try to respond to each point.
1. I plan to make the mushrooms edible outright so you can at least eat them to refuel, right now you have to make potions out of them. Also once you kill a few things and gain a level or two it becomes much more manageable.
2. At first yes, try making a greatsword, it should just take a bit of stone and some woven plant fiber. Also this becomes less of an issue as you gear up.
3. I will consider making things you are behind transparent.
4. I will consider adding this, but the need for mouse control and clicking is part of the mechanic, you can actually chop down multiple trees by "swinging" with your mouse as you are chopping.
5. Can you describe the exact circumstances to replicate this?
6. I plan to add at least a recipe book or some sort of way to know what the recipes are. I'll also add some tooltips.
7. The gui is definitely from terraria and I don't plan to change it, it is a good gui, maybe minor changes only.
8. Grid might be nice to have, if you want to see the tiles you can press F6 and chunks with F5.
9. I did.
10. Mod support is probably a long term goal. No plans for it right now.
I was standing in front of a wall of wooden spikes I made and a bunch of green guys came up and started attacking me and all the sudden I was on the other side of the wall.
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What did you use to make the game?
Pygame-CE
nice game!!!
Thanks!
Very cool game!
One thing I would add would be an indicator for wich tile you are currently interacting with when holding a Pickaxe/Axe/Shovel (every tool used for world editing)
Thanks for the feedback, I will consider adding this.
very nice game watched the devlog.
would you like to try out our game thank you
where's the download? Im on the Itch.io desktop launcher.
I'm not sure. I have never used the desktop launcher. Via the website the download button should work just fine.
If you know what I'm talking about, in Stardew Valley you can enable to see a visual indicator of what you're swinging at. Sometimes it can be hard to aim at a chunk of tin or something, so a visual indicator or smart selector could be useful!
Being able to close the recipe book with the escape key would also be useful lol, instead it just brings up the pause menu
You know, like how you can close the inventory with the escape key
The game is really cool and has a lot of potential, I like the leveling-up system and the power orbs. I think it would be cool if the power orbs could be upgraded so that once you are full of them they're not useless when you receive more from monsters. Maybe make them a bit more rare, or maybe make it so you can combine two level one power orbs into a level two power orb?
I think the leveling system has a lot of potential in the sense that it could keep the game always balanced, like how you recently added that new green slime and made it so ghouls don't spawn until you are at least level one.
Another random thing, but a friend was playing on a world, and after fighting Blobby, his world basically became permanently really laggy. He also said that projectiles he fired were like, coming from a different direction or something, like his player and the server were maybe desynced or something. Anyways, thanks for making a cool game and releasing this demo :D
Thanks for your feedback!
As for the hit indicator, I think the trouble is there is no tutorial yet for explaining that weapons can be "swung" as in, click then move the mouse around, everything that the weapon swings into will be hit, you can visualize this by pressing F9.
I'll add the ability to close the recipe book with ESC. Thanks for mentioning it.
There are more powerful orbs, just not in the demo, the +2 and +3 versions drop from harder mobs. I also have considered doing a combination recipe to upgrade them.
Getting the balance right is hard. I've actually lowered the difficulty considerably since many people have trouble at first and I have played way to much so my gauge of difficulty is off. Enemies spawn based on highest player level, so adding a different enemy with higher stats later in the game to keep it fresh is doable.
Right now the Blobby boss shoots more and more blobs at the player and the number of them is not capped. This is probably what was causing the lag. I'll consider capping the spawns or despawning the remaining slimes when the player defeats the boss.
Stay tuned for more updates.
It's really pretty and it's a great idea, but needs a lot of work. Here's some of my feedback.
BTW the fact this is made with pygame is really cool and I wonder if you'll add mod support, because python is one of the languages I know pretty well.
Thanks for your feedback. I'll try to respond to each point.
1. I plan to make the mushrooms edible outright so you can at least eat them to refuel, right now you have to make potions out of them. Also once you kill a few things and gain a level or two it becomes much more manageable.
2. At first yes, try making a greatsword, it should just take a bit of stone and some woven plant fiber. Also this becomes less of an issue as you gear up.
3. I will consider making things you are behind transparent.
4. I will consider adding this, but the need for mouse control and clicking is part of the mechanic, you can actually chop down multiple trees by "swinging" with your mouse as you are chopping.
5. Can you describe the exact circumstances to replicate this?
6. I plan to add at least a recipe book or some sort of way to know what the recipes are. I'll also add some tooltips.
7. The gui is definitely from terraria and I don't plan to change it, it is a good gui, maybe minor changes only.
8. Grid might be nice to have, if you want to see the tiles you can press F6 and chunks with F5.
9. I did.
10. Mod support is probably a long term goal. No plans for it right now.
I was standing in front of a wall of wooden spikes I made and a bunch of green guys came up and started attacking me and all the sudden I was on the other side of the wall.
Abosloutly amazing. Looks great, feels great and makes fun to play.
Thank you! There will be some bug fixes and changes in the future based on feedback. Feel free to leave your feedback as well.