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Hungry For Loot's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #1 | 4.167 | 4.167 |
| Fun | #1 | 4.000 | 4.000 |
| Sound/Audio | #5 | 3.667 | 3.667 |
| User Interface (UI/UX) | #7 | 3.167 | 3.167 |
| Visuals(Graphics) | #7 | 3.667 | 3.667 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
DevLog Link
https://dragonsisle.itch.io/hungry-for-loot/devlog/1641347/0200-august-overhaul
Developer Feedback Questions
Do the combat changes make it more enjoyable?
Do you like the Combat Log? Do you think it should be on or off by default?
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Comments
You made a lot of progress since the last time I played, cool!
General
About fights
So yes, recent changes make the fight more enjoyable. I still wonder if it's possible to go for some randomness in the fight so you could find a mechanic similar to Slay the Spire while keeping your story content. I still have a feeling that could be a direction worth checking.
Combat Log
The game is really polished and I like it. Just waiting for the Steam release to buy it. Keep working!
Thank you for playing and the great feedback.
The Polish naming was inspired by The Witcher, and their choice to rename Jaskier for the English translation. We looked up Dandelion in Polish as a bit of a nod to that. In general we have tried to add a bit of variety to the towns with each having a bit of cultural inspiration.
The current difficulty was added fairly quickly, and had only minimal balancing. We plan to revisit it later to do a bit more fine tuning, but with the new "Status Effect" system it was easy to implement, and one of the things I wanted to use it for, so we threw it into the release. For something done quickly, it adds a lot for player choice on the challenge they want.
I plan to update many of the tooltips in the future. For now, if you want to see more details on your current Status Effects, you have to select the character, and then click on the mini-details panel to open the full Character Details screen. In there it will show you more info, such as how much damage/healing, and how many turns remain.
We've had a lot of requests for being able to know how much damage an ability will do. We will be looking into adding something. I'll need to think on the confirmation step. If we add it, it would need to be an option, as I'm sure there will be many who want to skip it for speed, especially once they learn what things can do. I was thinking about adding it in the tooltips when selecting an item or enemy, but all of that still needs to be worked out. Right now the calculations are all done only when the attack is happening. Status Effects add even more complications into it it, as an attack that causes an Effect would need to also check if the new Effect would alter the damage amounts... so yeah, it is on the list, but it needs some work to do well.
We are more inspired by classic RPGs, even if the combat is not quite that style, so most of the randomness comes from random enemy parties, and the choices they make. We aren't really going for a deck builder randomness mechanic, though we have had many compare the game to Slay the Spire and deck builders. The items you have do give a bit of that, but we also have so much loot drop currently that there is less of that randomness. Depending on how we balance the loot there could be a bit more limitations based on what you have. We are also thinking about having the weather be more than just cosmetic, with the current weather affecting Affinities. During rain Water abilities will be stronger, and Fire will be weaker. We've also thought about the terrain acting similarly, but we don't really have a lot of variety in it, so it would likely not play well. The Status Effects are designed to include Effects that can limit abilities, such as by Affinity, so fighting some of the enemies using those may add more of what you are looking for. We may also add some events that can block Affinities for a time.
I like the idea of a button to toggle the Combat Log. There is a setting to fully disable it, but adding the toggle is good too. Maybe clicking on it will reduce it to an icon, and clicking that will expand it.
Thanks! Glad you like it!
Hello again, you gave me a lot of useful feedback last time, so I wanted to return the favour without rewriting what I said. So I recorded myself playing the game for 30 min.
I hope this is useful for you. Let me know if there's any issues with the video. Also, the audio issues are all on my end, not from the game.
Thanks for playing and the video! It is always nice to see how people play. I've watched it myself and we will rewatch it as a team later.
Looking forward to checking out your updates.
I didn't really understand the combat too much. I did enjoy the graphics and especially the music. I think the log should be on by default. Good game. Obviously a lot of work and a long time in development. Well done overall!
Thanks for playing and the feedback.
Combat is turn based. You choose an ability to use, then you can select an item to use with it, and the target to use it on. The Item chosen will affect the ability. It can add to the power of the ability. It can also alter the "Affinities" of the ability. For example, eating a fire item will grant more fire Affinity to the ability. We previously had more of a tutorial going over things like the Affinities, but many found it too long, so we've cut things down, and the extra details are now in the Training Hall, for those who want to read them.
Combat changes feel fresh.
Combat Log is a part of UI. It works.
Don't understand how to use the trader's UI. How to buy/sell items, how to organize my inventory.
Is there any "gold" to spend at the Inn or something?
What is the "Lite Story"?
Thanks for playing and the feedback.
The Traders Depot is used to send items back to towns to complete quests. You drag and drop items into the top area, right click to quick to quick transfer, or click on an item and use the transfer controls on the right side. In the original game design that UI was more common for inventory management, as each Slime had their own bag of items for combat, but it was disabled based on feedback. We need to rework the tutorials to move the basics into the Traders Depot now, and improve them to be back on by default, instead of requiring players to enable the tutorial from the settings. We will move that up on our todo list.
There currently is no gold or buying/selling. You collect items from combat and events. Anything you don't need gets sent away as part of quests. We are thinking of adding money into the game to spend on inns and some shops, but it will be limited. For now the inns are free as it felt excessive to be collecting lots of gold just for them.
The game was designed to be story rich, but many found it to be too long, so we created the "Lite" mode that cuts down a lot of the story for those who want a faster experience. It is also good for testers who have played before who want to skip over the story bits for replays. Right now we are mainly working on non-story updates, so have the Lite mode on by default. Once we have the core gameplay look refined we will be revisiting the story and switch the default back to the full story mode.