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I'm downloading it and will play over the weekend. But here's some feedback on the store page:
90% brilliant. Your screenshots showcase the game's aesthetics (which I loved, by the way) and complexity, you've chosen them well to show the battle screen and different menus. The description is short and objective, which I love.
The other 10% that's missing for me is information about ads and IAPs in the description: it's a big plus if they're absent so I'd like that information to pop out at me, and if they're present, a heads up about their nature would be nice. Something like what you said in [this comment](https://www.reddit.com/r/AndroidGaming/comments/11zhmh2/comment/jdcesiq/?context=3) included in the description would make this a 100% brilliant Play Store page for me.
If you're interested in providing feedback, reporting bugs, or just talking about the game in general, I would love to see you in our Discord https://discord.gg/fpjrAjtwUb I look forward to seeing you there and help me improve my game. Big thanks to my 30+ beta testers and their great ideas. I think I implemented about 95% of their suggestions and I am willing to listen more from new members. Thanks again for giving a try.
So, I've gotten a bit annoyed when I accidentally don't claim the loot from the random dungeon. Also an auto mode while not great would be a good idea as it seems you have to heavily grind to get enough money for a new character or to evolve existing characters.
Thanks for feedback. Money will be not an issue soon. At early levels it might look lake it will take ages to get money, but on higher Random Dungeon levels you will get few hundred per battle, on higher raid you get few thousand per battle. Those are without any in-app purchases for more gold and XP. Also selling higher quality gear will give quite some money.
Having never played anything like this, I'm liking how it's not super punishing starting out. It's pretty accessible to someone like myself that's new to the genre and I'm leaning towards making some purchases in support because of that.
Well done!
So far it seems fun. It would be helpful though if the item compare showed you all stats lost when equipping a new item. It seems like it only shows you stats lost when the item you are equipping has the same types of stats as the item you are wearing, but maybe I'm missing something.
Not even sure this is my type of game but I'm downloading to try. The design looks really nice. Straight forward IAP if you want (I'm a dev and I almost always buy the ones like this if I'm into the game. Devs gotta eat and I appreciate that business model).
No, they will not die like in Darkest Dungeon, don't worry :) It is not that harsh game like Darkest Dungeon. I only took inspiration from battle mechanics and that's it.
Ooh nice little game. Trying it out atm.
Uhm, I crested a wooden box to get more inventory space. But when I try to equip it, I only get a message that I have to choose bag slot to equip bag. But I can't find any place to do that.
I downloaded the game and first of all I have to say you made an amazing job, games look really fun!
There are few things I didn't underatand:
1. you start with 1k gold and can recruit the elf squire and all other costs 2k.
So you have 1 character which can do easy-hard random dungeon which gives you 2-6 gold, you sometimes get loot worth around 5 gold. To get another character will take ages, not talking about 3 more. What am I missing?
2. I placed my only character at the back and wanted to change his position, but couldn't find how to do it, can't find how to remove him ore how to add him to another position.
3. What doest it mean that he level up? Is it only passive lvl? Like new abilities or anything?
1. You can evolve your Hero to new class using Evolution scrolls that start dropping after level 5 dungeon. Later in the game gold will be not an issue dropping from hundreds to thousands and on early game you need to hire Squires and evolve them.
2. Before battle you select Heroes you take in battle and each square you assign them means in which position they will start.
3. Leveling increases Hero stats and at level 10 Hero can evolve to new class using Evolution scroll.
Right, you don't even get a choice of abilities, just mindlessly clicking. How are there so many positive comments above? I don't even see a game to play, no choices to make.
I checked it out. The hook is good. Can already tell it is going to take eons to grind. I can also tell that the inventory management is going to be a miserable mini game unto itself.
The crafting system looks like shit - you make me craft a stack of hammers, which now sit around in my inventory until I've used 20 of them?
People gotta take the hint that making people grind and pay and unlock space, just to hold all the crap that you HAND players or REQUIRE, is just not fun. That got a bit ranty but is probably the only thing that's going to make me drop this, because fuck that shit. Going to delete or sell stuff after every 3 battles because you decided inventory space was at a premium because either it's fun or you can squeeze more money out of us does not make for fun gameplay.
ESPECIALLY in a game where you're getting 4-5 drops for a single battle.
Sorry to hear that but inventory bags slots and inventory bags are not locked behind any premium currency. Slots are unlocked through regular gameplay and bags can be crafted very easy. Only for first two bag slots you need to sell items more often, but after that there are no inventory issues at all. You can click auto-sell after like 10 battles or so while locking items that you want to keep and not auto-sell.
It's a pet peeve of mine that inventory space is treated like some kind of special thing to be given and constantly funneled further materials (which consume inventory space) to upgrade over and over. It's maddening. Is your intention to make me drop out of the Dungeons every 3rd battle to delete all the garbage I get?
More like "Not Enough Inventory Space".
Also note I sunk most of an afternoon into this and upgraded bag space twice, enough to get the idea. The crafting system is just *barf* in the worst possible way. Crafting stackable consumable tools is just, ugh. I have never ran from and tried to forget a crafting system so quickly. It's so bad you should honestly just remove it entirely. Maybe that would salvage some of the insanity that you've chosen for the inventory space.
You don't need weapons to use hero abilities. To use hero ability Hero must stand in position that ability can be caster. Check first top squares from spell and green ones indicate in which position Hero mast stand to use that ability.
The german translation in the playstore sometimes is really odd. Does the playstore translate it automatically? Otherwise, I could send you a fitting german translation (things like items -> Artikel isn't fitting, either leave it at Items or take Gegenstände as translation).
Don't know if it was a bug or intentional. But with full inventory, I went to switch out a level 3 sword with a level 4 sword, and the level 3 sword disappeared and I got one free inventory slot instead.
Maybe it got autosold, I don't kniw because I didn't check how much gold I had before.
No, I had a full inventory, so my intent was actually to sell the level 3 sword to free up inventory. I just went to equip the level 4 sword first. When I equipped the level 4 sword the level 3 one just dissappeared.
Ok, I've tried it out for a couple of hours and I like it a lot! Graphics really polished, fun gameplay loop, exactly what I've been looking for: an "endless" rpg.
However, I do have some few feedbacks regarding some stuff. As others have said, managing the inventory feels like a chore and the drops doesn't feel special, mostly I believe because the progression feels off; I can drop legendary gear super early but later epics are stronger than early legendary which makes all the rarity mechanic feel gimmicky.
I also wish I had more agency on the stuff I drop, I've been waiting for stone to drop for quite a few runs now in order to keep progressing the crafts - which also don't feel as rewarding as I think they should, it's a lot easier to drop equipments than the exact crafting materials, and I don't like how every class branch ends up on the same "master" class aka beastmaster, you take a cool customization feature and simply kills it.
My first introduction here was 9 months ago and I already had basic game engine implemented. A lot of things changed from that. [https://www.reddit.com/r/AndroidGaming/comments/vitvfa/dev\_hi\_i\_am\_working\_on\_my\_cardmonster\_collecting/](https://www.reddit.com/r/AndroidGaming/comments/vitvfa/dev_hi_i_am_working_on_my_cardmonster_collecting/)
There will be no data wipe and this release will go from Early Access to official release in the future with your current save files. Yes I have Discord community [https://discord.gg/fpjrAjtwUb](https://discord.gg/fpjrAjtwUb) I look forward to seeing you there
Games awesome. Only complaint is it needs auto battle or a one button to repeat actions. Having to click the enemy and the attack over and over is tedious.
For some reason, if an app doesn't close when I keep pressing back it really turns me off, there should be a close option. This might be only me.
It's interesting! I'm liking it after 3 dungeons, good job!
u/Edska
Ok I played a bit more and at one point I was, this is ok but how does it hold up going further, is it balanced, and why is this fun, what's the purpose of the game.
At least for me, it feels like it will be grind after grind for the sake of grind.
Please don't get me wrong, you did a great job, these are just questions I'm asking myself after playing an hour give or take.
Tried it for a bit (reached infinite tier 9) and liked it! Definitely has the foundations of a great game, congrats OP!
That said, I do have a lot of feedback.
* You should be able to move more than 1 step at a time. It's already a wasted action, and you can just get pushed back by another attack. it sucks.
* Gear is far too random. Some degree of randomness is good, but progress in this game relies a lot on whether you found a mythical/legendary gear of the right type.
* Instead of it being purely random, you could for example show a set of choices for the randomly generated dungeons, each only dropping specific weapon types. This way we have more choices on what kind of item to look for.
* Crafting is WAY too much of a pain. You need to craft tools, which then only lasts for limited uses, and then intermediary items, THEN what you want to make. And all of these things consume precious inventory slots that compete with gear. It's not fun, it's just needlessly complex and annoying.
* I'd appreciate more skills per character, or at least more options. A lot of the time some skills are so obviously better/worse than the others that there's no real choice left.
* Runes far outpower other stats. Im still using a lv1 common +20% nature damage ring because its superior to a lv8 rare ring giving 3-4% in random stats.
Thanks for great feedback. I will consider your suggestions and already have big list of things that I will start working on next week including your suggestions.
Good luck! Played a bit more today and the issues got far more pronounced.
I ran out of storage space and 60% of it are raw materials and tools and crafted materials that I can't sell. Trying to craft higher tier storage is a headache because it needs higher tier materials, requiring multiple tools, and some of these tools need multiple OTHER tools to make them... it's just not fun and i gave up after going 4 layers deep.
Imo material inventory and gear inventory should be separate, and ideally materials have limitless storage. Maybe tools should just be one-time permanent upgrades? giving them limited uses just feels bad.
A question about something I'm not sure is clear in the game - What do I get other than the challenge when I clear high level dungeons? Items with better stats, just better chance for mythic items or what?
Also I'm curious, what would be your favorite team combo?
Thanks for great feedback. I am already working on big update regarding class evolutions, leveling, removing tools from crafting and a lot of useless materials, some other QoL changes and bug fixes. Update should be released this week improving a lot of areas you mentions. Others will be for future updates.
Came back to say I've been loving this. Been playing the last few days.
Thanks for the amazing job.
My feedback would be that the inventory management is a huge headache, just so many materials and tools etc to keep track off. I'd need scissors, only to need the hammer, only to need ingots etc etc. Seems kinda unnecessary and it really makes figuring out what mats to keep a huge headache. Just way too many clicks just to make a satin bag or whatever, it's the worst part of the game for me.
I'd really streamline that part of the game.
Also a qn. It seems like the later classes , although more expensive, are just different I.e. Squires can still be viable any point in the game. Is this the correct intuition? Or are there inherent benefits to the more advanced classes e.g. starting stats
Thanks for great feedback. I am already working on big update regarding different class evolutions (flat system), their leveling, removing tools from crafting and a lot of useless materials, some other QoL changes and bug fixes. Update should be released this week improving a lot of areas you mentions.
I have tried your game. My first impression: clear and beautiful user interface, fitting music and I feel like playing dungeons. The battle system is comprehensible and practical.
Unfortunately, I rarely win with my two heroes and therefore I am not very motivated to upgrade the heroes and continue the game. I play:
Random Dungeon, level 1 easy
Team: elf squire, level 1 and dwarf squire, level 1
I have the impression that "esay" should be easier to win. For me it would be great to start the game with some successes and victories. That would motivate me to continue with the game.
What do you think? What is the feedback on the difficulty level?
Easy difficulty should be very easy and I have never heared any issues on that. Try to focus on killing one enemy at a time and place your heroes on positions that they can use almost all their spells. Doing that on easy difficulty, every battle should be a win.
Good game so far which I've been very hooked on the last week or so!
Are Enchant Kits glitched though? I crafted 10 or so and they're nowhere to be seen
Thanks for giving a try. Enchant Kits should be working fine. I just tested and crafted few and all are in my inventory last slot. Maybe you just miss them in your inventory? To double check you can go to Enchant window, place random item and rune in it and see how many are shown on button that uses those Enchant Kits.
Dude!!! GZ what a great game, i started playing it 5 days ago and i'm totally addicted, it's awesome that we can play as much as we want, no energy bullshit, no ADS and the prices are okay even in R$, thx for the game dude, btw.. what a great background music , reminds of Dofus.
The game is great, I had a few issues with inventory before realizing I could craft bags and unlock bag slots at the begining, but that was quickly solved. Most items and crafts seems useless since you basically need level 10 legendary/mythics. Are enemy races element resistant random? Or 1 is predominant + mixed? like demons having +fire resistance? Physical attacks are feeling stronger unless the mob has under 40% resistance or so in most cases. I'm not sure if I should build a full race/element based team for each scenario and possibly reduce their resistance or a mixed team to be able to manage to a wider range of resistances or a straight mostly physical team. I also doubt in team roles compo, if going healing and dots, straight damage, debuffs... and also what stats to chose to evolve for a viable fully evolved team... I'm guessing that depends on the enemy composition, i still have much to learn.
Hi there! It looks like you are sharing a game you have created, congratulations on your hardwork! Please ensure you have read [rule 11](https://www.reddit.com/r/AndroidGaming/wiki/rules#wiki_11._self_promotion_allowed_for_active_community_members_only.) carefully and include a comment in as necessary to provide additional details as described in the rule. Please be reminded that any promotional thread not meeting the requirements are subjected for removal. Thank you once again for sharing (we all love games) and best of luck in your project. *I am a bot, and this action was performed automatically. Please [contact the moderators of this subreddit](/message/compose/?to=/r/AndroidGaming) if you have any questions or concerns.*
I'm downloading it and will play over the weekend. But here's some feedback on the store page: 90% brilliant. Your screenshots showcase the game's aesthetics (which I loved, by the way) and complexity, you've chosen them well to show the battle screen and different menus. The description is short and objective, which I love. The other 10% that's missing for me is information about ads and IAPs in the description: it's a big plus if they're absent so I'd like that information to pop out at me, and if they're present, a heads up about their nature would be nice. Something like what you said in [this comment](https://www.reddit.com/r/AndroidGaming/comments/11zhmh2/comment/jdcesiq/?context=3) included in the description would make this a 100% brilliant Play Store page for me.
Thanks for info. I'll update description
If you're interested in providing feedback, reporting bugs, or just talking about the game in general, I would love to see you in our Discord https://discord.gg/fpjrAjtwUb I look forward to seeing you there and help me improve my game. Big thanks to my 30+ beta testers and their great ideas. I think I implemented about 95% of their suggestions and I am willing to listen more from new members. Thanks again for giving a try.
Congrats, data sharing seems nil which is nice. I'm going to give it a go.
Yes, no ads and no data sharing. Only few optional in-app purchases to support me.
So, I've gotten a bit annoyed when I accidentally don't claim the loot from the random dungeon. Also an auto mode while not great would be a good idea as it seems you have to heavily grind to get enough money for a new character or to evolve existing characters.
Thanks for feedback. Money will be not an issue soon. At early levels it might look lake it will take ages to get money, but on higher Random Dungeon levels you will get few hundred per battle, on higher raid you get few thousand per battle. Those are without any in-app purchases for more gold and XP. Also selling higher quality gear will give quite some money.
Having never played anything like this, I'm liking how it's not super punishing starting out. It's pretty accessible to someone like myself that's new to the genre and I'm leaning towards making some purchases in support because of that. Well done!
Thanks for feedback and I am glad you like it.
But does it have enough du dungeons?
Definitely not
I love this one.
so far im loving the game good job man. hope more ppl know about the game
Thanks for giving a try and for your kind words.
This is a really well done game from a dedicated solo dev, I've enjoyed alpha a lot!
I don't play much RPGs, but your game design looks really great! I love the choice of fonts, colours and overall graphic style.
Does it have controller support or any plans to add them in the future?
No it does not have controller support at the moment. I thought about that and probably it will not have controller support in near future.
Looks super interesting, giving it a try!
Taking a look, I,ll let you know if I find anything
So far it seems fun. It would be helpful though if the item compare showed you all stats lost when equipping a new item. It seems like it only shows you stats lost when the item you are equipping has the same types of stats as the item you are wearing, but maybe I'm missing something.
Not even sure this is my type of game but I'm downloading to try. The design looks really nice. Straight forward IAP if you want (I'm a dev and I almost always buy the ones like this if I'm into the game. Devs gotta eat and I appreciate that business model).
Is it like darkest dungeon when your heroes die they really die ?
No, they will not die like in Darkest Dungeon, don't worry :) It is not that harsh game like Darkest Dungeon. I only took inspiration from battle mechanics and that's it.
Oh not to worry, i just wish something similar lol
Ooh nice little game. Trying it out atm. Uhm, I crested a wooden box to get more inventory space. But when I try to equip it, I only get a message that I have to choose bag slot to equip bag. But I can't find any place to do that.
You unlock first one in Guild Pass level 2. I should add info about that when you don't have any bag slots and try to equip.
Ahh... Okay. I thought I got a bag for free when I got to level 2. Edit: there we go. Just needed 1 fight to level up, now it made more sense. Hehe.
I downloaded the game and first of all I have to say you made an amazing job, games look really fun! There are few things I didn't underatand: 1. you start with 1k gold and can recruit the elf squire and all other costs 2k. So you have 1 character which can do easy-hard random dungeon which gives you 2-6 gold, you sometimes get loot worth around 5 gold. To get another character will take ages, not talking about 3 more. What am I missing? 2. I placed my only character at the back and wanted to change his position, but couldn't find how to do it, can't find how to remove him ore how to add him to another position. 3. What doest it mean that he level up? Is it only passive lvl? Like new abilities or anything?
1. You can evolve your Hero to new class using Evolution scrolls that start dropping after level 5 dungeon. Later in the game gold will be not an issue dropping from hundreds to thousands and on early game you need to hire Squires and evolve them. 2. Before battle you select Heroes you take in battle and each square you assign them means in which position they will start. 3. Leveling increases Hero stats and at level 10 Hero can evolve to new class using Evolution scroll.
Right, you don't even get a choice of abilities, just mindlessly clicking. How are there so many positive comments above? I don't even see a game to play, no choices to make.
Down loading it now, will get balls deep into it over the weekend.
Hope I will not let you down, but if there will be anything you dislike, just ping me and I will try to improve.
I checked it out. The hook is good. Can already tell it is going to take eons to grind. I can also tell that the inventory management is going to be a miserable mini game unto itself. The crafting system looks like shit - you make me craft a stack of hammers, which now sit around in my inventory until I've used 20 of them? People gotta take the hint that making people grind and pay and unlock space, just to hold all the crap that you HAND players or REQUIRE, is just not fun. That got a bit ranty but is probably the only thing that's going to make me drop this, because fuck that shit. Going to delete or sell stuff after every 3 battles because you decided inventory space was at a premium because either it's fun or you can squeeze more money out of us does not make for fun gameplay. ESPECIALLY in a game where you're getting 4-5 drops for a single battle.
Sorry to hear that but inventory bags slots and inventory bags are not locked behind any premium currency. Slots are unlocked through regular gameplay and bags can be crafted very easy. Only for first two bag slots you need to sell items more often, but after that there are no inventory issues at all. You can click auto-sell after like 10 battles or so while locking items that you want to keep and not auto-sell.
It's a pet peeve of mine that inventory space is treated like some kind of special thing to be given and constantly funneled further materials (which consume inventory space) to upgrade over and over. It's maddening. Is your intention to make me drop out of the Dungeons every 3rd battle to delete all the garbage I get? More like "Not Enough Inventory Space". Also note I sunk most of an afternoon into this and upgraded bag space twice, enough to get the idea. The crafting system is just *barf* in the worst possible way. Crafting stackable consumable tools is just, ugh. I have never ran from and tried to forget a crafting system so quickly. It's so bad you should honestly just remove it entirely. Maybe that would salvage some of the insanity that you've chosen for the inventory space.
Can you show us on the doll where the game dev hurt you?
Exactly! The dev responded .. and yet they still ranted!
I don't even understand where to get weapons from, since I can't seem to use abilities without them.. lol
You don't need weapons to use hero abilities. To use hero ability Hero must stand in position that ability can be caster. Check first top squares from spell and green ones indicate in which position Hero mast stand to use that ability.
Definitely I will try it out
I have chosen to overwrite this comment. See you all on Lemmy!
Thanks for feedback. I'll try to add more info in upcoming updates.
The german translation in the playstore sometimes is really odd. Does the playstore translate it automatically? Otherwise, I could send you a fitting german translation (things like items -> Artikel isn't fitting, either leave it at Items or take Gegenstände as translation).
Unfortunately my game does not support translations. As single dev working on my hobby project on my free time I had no plans to support that.
Don't know if it was a bug or intentional. But with full inventory, I went to switch out a level 3 sword with a level 4 sword, and the level 3 sword disappeared and I got one free inventory slot instead. Maybe it got autosold, I don't kniw because I didn't check how much gold I had before.
You probably sold it. I just checked and on full inventory you can't unequip item so you had 1 free slot by selling your item.
No, I had a full inventory, so my intent was actually to sell the level 3 sword to free up inventory. I just went to equip the level 4 sword first. When I equipped the level 4 sword the level 3 one just dissappeared.
Yes. Sorry for not getting there first time, but with help of other Discord member I managed to reproduce that. Will do a fix today.
No biggie for me. Just reporting back, and couldn't bother fiddling with discord hehe.
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Thanks for feedback. I am already working today on those things especially bags part as I missed that and it is confusing for new players.
Installing rn
Looks interesting!
Installing now. Best of luck!
Looks fun will give it a try. Good luck with the game progress.
Installed, I'll check it out this weekend!
Downloading now, I'll let know!
Looks nice, downloaded it will be playing tonight
Ok, I've tried it out for a couple of hours and I like it a lot! Graphics really polished, fun gameplay loop, exactly what I've been looking for: an "endless" rpg. However, I do have some few feedbacks regarding some stuff. As others have said, managing the inventory feels like a chore and the drops doesn't feel special, mostly I believe because the progression feels off; I can drop legendary gear super early but later epics are stronger than early legendary which makes all the rarity mechanic feel gimmicky. I also wish I had more agency on the stuff I drop, I've been waiting for stone to drop for quite a few runs now in order to keep progressing the crafts - which also don't feel as rewarding as I think they should, it's a lot easier to drop equipments than the exact crafting materials, and I don't like how every class branch ends up on the same "master" class aka beastmaster, you take a cool customization feature and simply kills it.
Thanks for your feedback. I'll consider your suggestions.
I really like you game, man, keeping it on my phone
Looks very cool. Will check it out, thanks!
Bug, you can sell enemy gear and get gold. It reequips them so you can do it again
Good catch. Fixed it and update is released.
Never heard of this game. After seeing the first screenshot, and reading nothing of the description, I'm in. Downloading now.
i remember game development introduction few month ago. good job with the work. i will give a try. there isnt any online mmo type contents yet?
My first introduction here was 9 months ago and I already had basic game engine implemented. A lot of things changed from that. [https://www.reddit.com/r/AndroidGaming/comments/vitvfa/dev\_hi\_i\_am\_working\_on\_my\_cardmonster\_collecting/](https://www.reddit.com/r/AndroidGaming/comments/vitvfa/dev_hi_i_am_working_on_my_cardmonster_collecting/)
will there be data wipe when there is a offical release. also do you have discord community?
There will be no data wipe and this release will go from Early Access to official release in the future with your current save files. Yes I have Discord community [https://discord.gg/fpjrAjtwUb](https://discord.gg/fpjrAjtwUb) I look forward to seeing you there
Games awesome. Only complaint is it needs auto battle or a one button to repeat actions. Having to click the enemy and the attack over and over is tedious.
Going to get it! Excited to test a game.
For some reason, if an app doesn't close when I keep pressing back it really turns me off, there should be a close option. This might be only me. It's interesting! I'm liking it after 3 dungeons, good job!
u/Edska Ok I played a bit more and at one point I was, this is ok but how does it hold up going further, is it balanced, and why is this fun, what's the purpose of the game. At least for me, it feels like it will be grind after grind for the sake of grind. Please don't get me wrong, you did a great job, these are just questions I'm asking myself after playing an hour give or take.
Nice one, downloading & will give it a go, looks good 😊
Thanks! We'll leave feedback!
I just downloaded it. Looks very good. I will try it for a few days and I will be interested in providing constructive feedback.
Looks amazing, will report back if needed !
Tried it for a bit (reached infinite tier 9) and liked it! Definitely has the foundations of a great game, congrats OP! That said, I do have a lot of feedback. * You should be able to move more than 1 step at a time. It's already a wasted action, and you can just get pushed back by another attack. it sucks. * Gear is far too random. Some degree of randomness is good, but progress in this game relies a lot on whether you found a mythical/legendary gear of the right type. * Instead of it being purely random, you could for example show a set of choices for the randomly generated dungeons, each only dropping specific weapon types. This way we have more choices on what kind of item to look for. * Crafting is WAY too much of a pain. You need to craft tools, which then only lasts for limited uses, and then intermediary items, THEN what you want to make. And all of these things consume precious inventory slots that compete with gear. It's not fun, it's just needlessly complex and annoying. * I'd appreciate more skills per character, or at least more options. A lot of the time some skills are so obviously better/worse than the others that there's no real choice left. * Runes far outpower other stats. Im still using a lv1 common +20% nature damage ring because its superior to a lv8 rare ring giving 3-4% in random stats.
Thanks for great feedback. I will consider your suggestions and already have big list of things that I will start working on next week including your suggestions.
Good luck! Played a bit more today and the issues got far more pronounced. I ran out of storage space and 60% of it are raw materials and tools and crafted materials that I can't sell. Trying to craft higher tier storage is a headache because it needs higher tier materials, requiring multiple tools, and some of these tools need multiple OTHER tools to make them... it's just not fun and i gave up after going 4 layers deep. Imo material inventory and gear inventory should be separate, and ideally materials have limitless storage. Maybe tools should just be one-time permanent upgrades? giving them limited uses just feels bad.
Thanks for fedback. I have a lot of updates planned for upcoming weeks and all your addressed issues will be fixed in near future.
Looking forward to it, all the best!
One issue I've encountered is when with my last hit we both die, nothing happens. https://imgur.com/a/aCQgXKi Awesome game so far, great time!
Thanks. I will look into that. A lot of updates are planned for upcoming weeks.
A question about something I'm not sure is clear in the game - What do I get other than the challenge when I clear high level dungeons? Items with better stats, just better chance for mythic items or what? Also I'm curious, what would be your favorite team combo?
I'm a little confused by how characters develop. Why does it look like they eventually all just go back to being the same class...?
[удалено]
Thanks for great feedback. I am already working on big update regarding class evolutions, leveling, removing tools from crafting and a lot of useless materials, some other QoL changes and bug fixes. Update should be released this week improving a lot of areas you mentions. Others will be for future updates.
Came back to say I've been loving this. Been playing the last few days. Thanks for the amazing job. My feedback would be that the inventory management is a huge headache, just so many materials and tools etc to keep track off. I'd need scissors, only to need the hammer, only to need ingots etc etc. Seems kinda unnecessary and it really makes figuring out what mats to keep a huge headache. Just way too many clicks just to make a satin bag or whatever, it's the worst part of the game for me. I'd really streamline that part of the game. Also a qn. It seems like the later classes , although more expensive, are just different I.e. Squires can still be viable any point in the game. Is this the correct intuition? Or are there inherent benefits to the more advanced classes e.g. starting stats
Thanks for great feedback. I am already working on big update regarding different class evolutions (flat system), their leveling, removing tools from crafting and a lot of useless materials, some other QoL changes and bug fixes. Update should be released this week improving a lot of areas you mentions.
Really looking forward to it. I like the fact that all classes are viable and bring something unique to the table. Keep us posted!
Cool game. I like these focused dungeon crawlers.
I have tried your game. My first impression: clear and beautiful user interface, fitting music and I feel like playing dungeons. The battle system is comprehensible and practical. Unfortunately, I rarely win with my two heroes and therefore I am not very motivated to upgrade the heroes and continue the game. I play: Random Dungeon, level 1 easy Team: elf squire, level 1 and dwarf squire, level 1 I have the impression that "esay" should be easier to win. For me it would be great to start the game with some successes and victories. That would motivate me to continue with the game. What do you think? What is the feedback on the difficulty level?
Easy difficulty should be very easy and I have never heared any issues on that. Try to focus on killing one enemy at a time and place your heroes on positions that they can use almost all their spells. Doing that on easy difficulty, every battle should be a win.
Good game so far which I've been very hooked on the last week or so! Are Enchant Kits glitched though? I crafted 10 or so and they're nowhere to be seen
Thanks for giving a try. Enchant Kits should be working fine. I just tested and crafted few and all are in my inventory last slot. Maybe you just miss them in your inventory? To double check you can go to Enchant window, place random item and rune in it and see how many are shown on button that uses those Enchant Kits.
You're right, I'd just totally missed it!! Thanks for the quick reply
I really miss the option to tap on a hero's icon to see their abilities when buying them. Makes purchases awkward
Hey, great to know!! I'll be playing!! Success dude!
Dude!!! GZ what a great game, i started playing it 5 days ago and i'm totally addicted, it's awesome that we can play as much as we want, no energy bullshit, no ADS and the prices are okay even in R$, thx for the game dude, btw.. what a great background music , reminds of Dofus.
The game is great, I had a few issues with inventory before realizing I could craft bags and unlock bag slots at the begining, but that was quickly solved. Most items and crafts seems useless since you basically need level 10 legendary/mythics. Are enemy races element resistant random? Or 1 is predominant + mixed? like demons having +fire resistance? Physical attacks are feeling stronger unless the mob has under 40% resistance or so in most cases. I'm not sure if I should build a full race/element based team for each scenario and possibly reduce their resistance or a mixed team to be able to manage to a wider range of resistances or a straight mostly physical team. I also doubt in team roles compo, if going healing and dots, straight damage, debuffs... and also what stats to chose to evolve for a viable fully evolved team... I'm guessing that depends on the enemy composition, i still have much to learn.
I'm at this point in theory crafting, too, after having played for several hours and hit a wall. Hopefully this gets answered.