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Asherett

11
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2
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6
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A member registered May 18, 2018

Recent community posts

(1 edit)

Very cool stuff, and this is actually something I could easily use for a oneshot, being relatively certain it's actually finishable in, well, one shot. Which is surprisingly rare!

Here's some minor feedback: 

  • In room 2, last paragraph, I didn't immediately clearly understand which portcullis the guys from 3 are supposed to shoot from. Had to inspect the map carefully to get it. Unfortunately I'm a dunce and unable to offer some immediate suggestion for improvement.
  • In room 4, I think you've written "east" meaning west.
  • Room 6, why is this ordered before 8, which you have to pass through to get to it? I'd have renamed 8 to 6 and 6 to 7, 7 to 8. Just makes it a tiny bit easier to grok.
  • Room 8, description doesn't fully match map. Map shows there's two portcullises (west and north) and one door (east) out of the room. Description mentions a door to the north, probably means the portcullis to the north? But mentions a lock. Could mean the door to the (north)east, but that should be in working order to transport hostages into 6 maybe?
  • Anyway, there's a ton of delicious details one can focus on here (possible hostages, Aberith climbing into the crawlway, the inexplicably crazy diamond), just lovely stuff!

Absolutely loved this little bite-sized adventure. Great writing, fantastic graphics, fitting music. I want more! :D

I had a lovely time playing through this (thanks for the unlimited continues), fond memories both from my Speccy days and C64 Bubble Bobble <3

With your tips I managed to complete the whole demo, I absolutely love it! It's awesome! I even killed the doppelganger.

Some random feedback/things I noticed, in no particular order. I assume you've looked into/fixed most of these already as the demo is pretty old, but anyway:


1) You can't actually drink the potions of Cure Paralysis in the snake room. Since you're paralyzed. Heh.

2) The second level of Dark Sorcerer's Tomb seems to lack one iron key, that may be intentional though (I took the goblin gang).

3) I wish movement could be slightly faster/snappier. When moving about the forest for example it would be nice to simply move with the keys super fast like in EOB.

4) When the goblins shoot with bows, there's a strange delay where it seems you can act, but have to wait until damage is over.

5) It's really weird that clerics can start with fire magic/firebolt when they can't learn it in-game.

6) Related to 5), the random stat spread of the "premade" characters is too wild. A starting wizard can have 13 or 20 spells...

7) It would be very nice to get some more information on combat stats. Freezing Spikes seemed to be the by far best spell. I'd love to see rolls, hit numbers, damage ranges etc. Maybe a combat log?

8) Related to 7), Level ups seem to do very little, only increase HP?

Hi! This looks really amazing, but I'm totally unable to get past the hordes of goblins at the beginning. My characters just miss miss miss miss endlessly until everyone is dead. Can you give some tips?

Cheers!

Heya! Fantastic stuff as usual Watabou:) Is there any chance we can get an option for River + Coast, like in the City Generator?

Absolutely fantastic little generator, a gem! But - could it be possible to set the PNG output to a specific pixels per square resolution? Right now it seems to output  at some totally random resolution. This makes it really hard to align to a grid in a VTT. Having options like 50, 70, 100, 140 would be great; but if you want to pick just one I think 100px/square would be fine for most.

Ok, fine trolling man (at least I assume you're trolling, since you make absolutely zero sense), but  please stop cluttering up the thread. I'm hoping for a response from Watabou, not inanities about rivers magically being attracted to cities on coasts. This is a code issue, and he might be interested in it...

Going to re-iterate the main point: The likelihood of a river going through a generated city (as opposed to outside/around it, seems to be greatly affected by whether coast is enabled or not. Probably a side effect of some code?

While I appreciate your explanation, it doesn't change the fact that this has nothing to do with the settlement being near a COAST or not, which was what I was pointing out :)

Hi! I've noticed that with coast enabled, the river very often runs through the city, especially on larger cities. 

With coast off, the river extremely rarely runs through the city, I've only seen it once on a very large city. 

Is that intended or just a side effect? Perhaps adding an option for "river in city" y/n?