ohhhh shoot! I pushed the game to the wrong one. my bad. However it’s a blessing in disguise I suppose. Thanks you once again for checking it out! I had planned to clean up a lot more stuff before publishing this but I understand the issues.
The main focus of this was to give each class a solidified identity. The reason I bounced off the OG four characters was simply to allow for different character portraits for each class for each race. The new designs were just for something quick and fun!
Yea the UI has been a headache recently with such a limited resolution, designing coherent Ui has been tricky. But your idea on putting it on the banner may work as well. I’ll try that next.
There was a combat system re structure as well just to clean up some odds and ends and balancing. But I’ll keep in mind your words about the enemy difficulty. It currently builds encounters off the threat of each enemy towards the party. Slimes being the lowest and mosquitos being the highest. But those numbers may be off in the early game. So I’ll take a look at that again!
As for the skill tree I’ll take another stab at coming up with something.but It basically got dropped until I can create something that doesn’t muddy the water of the class identity. That me take some time and iteration to nail correctly but for the finished game I would like the player to have some choice in how there hero’s level.
Oh speaking of leveling. The loss of stat points was supposed to bring a sort of simulation or degradation to the characters so that not all characters are the same, I was planning on remedying the not feel good feeling with books, rare books you can read to increase the points. But that in the end may be cumbersome and won’t make it to the final version. We shall see!
again thank you! This feedback is amazing as always and is very much appreciated!