Feoramund, on 29 October 2024 - 08:38 PM, said:
Thank you fore the very expansive comment. I appreciate detailed feedback.
I'm going to take a look at all of those bugs and typos eventually. There are some bigger problems that need fixing, but all of the small things will be included in the same update.
Here are some responses to some selected points:
1+2. The window borders look like that because I ran out of characters in the character set and had to repurpose some specific characters for a new game feature. I felt like I could live with the borders looking a bit weird.
This change was way after writing the email contant in the main menu, which is why I forgot considering that @ symbols have also been repurposed. I'm just going to re-write the email not to use the @ symbol.
4. Enemy names probably have too keep looking like that, since I can't go back and change hundreds of instances at this point. I think that way back when I started making the game, I somehow assumed that I couldn't use spaces in object names.
One of those decisions that you end up just having to stick to when you've got 2000 objects that do the same thing lol
6. That's the second (possibly) bugged puzzle solution I've been notified of. I have to go back and see if they're wrong, or if it's just some esoteric logic.
7. Ronja is a VERY old character from a time when the game's story was supposed to work way differently. Before publishing the game, I did rewrite some stuff to match the current way the story works but I should have paid more attention. Definitely needs a rework!
8. I guess I just didn't have a piece that felt appropriate for the menu. I could change this when a new version finally gets uploaded.
9. You can ONLY sleep at an inn when "tired", which is a label that is set when A) exiting a dungeon and B) using certain items (mead, for example). Sleeping at the apartment is free, but only recovers health and clears "x-poison". Sleeping at an inn does that, but also makes all skills available again. I was trying to make it not worthwhile to "spam" the inn feature by constantly running back for cheap healing after every encounter. So the game encourages going for a dungeon expedition every time you exit town.
10. Ok, so this is the big one, as it's a fundemental thing that won't be changed except by perhaps minor balance adjustments. I can at least try to explain what you're meant to do:
Melee weapons are very inaccurate, especially the lower tier ones. So you have to balance out using less dependable weapons with using better weapons, skills and throwable weapons (MUCH more accurate), without running low on good resources. You don't want to be stuck fighitng a strong enemy or boss with nothing but a dagger. You'll miss so many swings and deal so low damage that you will take a load of unnecessary damage.
The dodge skill is only worth using when enemy initiative is very high - but it is sometimes the better choice over attacking. There are items you can find and equip that change what the effect of the dodge move is. Some make it potentially a LOT more powerful and worth considering in some situations. I have considered making the punishment for a missed doge less severe.
It's not a very deep game, that's for sure. It's basically a question of determining how much danger you're currently in/deciding when to use more powerful items. Good healing items are expensive and brambleberries really aren't worth spending a turn on in battle, so the best defense is to get rid of the enemy fast.