Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

WhiteOrm

5
Posts
3
Topics
A member registered Dec 13, 2024

Recent community posts

I had too much free time on my hands recently, which led to the creation of this review.

First of all, I must say that my opinion on the game is mostly positive; I would not bother writing anything about it if it were not good, in my humble opinion. Still, there are several problems that plague my current gaming experience:

1) There is too much gold, and it is worth too little. The devs tried to limit gold income by introducing a maximum weekly service income, but at the same time, they introduced the accountant position. The accountant sells excess materials every turn, generating an income of roughly 900–1000 gold per turn. When you compare this to the meager 200 gold per turn from services, it is clear that the limit on service income doesn't change anything. Furthermore, we cannot buy anything worthwhile from the market until Act 4. Fox masks, mythic leather (only useful for crafting), and dragon bone stuff just go straight to the salvage bench by Act 4. Only a very small amount of gold is spent on enchanting. This lack of sinks leads to prodigious sums in our account with nowhere to go. Consequently, I have very little motivation to do slaver contracts—even if they pay well—when I already have 300k gold that I cannot spend anywhere.

2) RNG in crafting and slave training. This is just a poor mechanic that forces players to waste time re-rolling for the right numbers, without really changing the ultimate outcome. The fact that there is an option to turn off slave training and get a crafting bonus just highlights how poor that mechanic truly is.

3) A-grade slaver market commissions are too hard to fulfill. Maybe it is meant to be this way, but keep in mind that most players will be forever locked out of S-grade. There are only a few manageable commissions; most of them are just impossible.

A-rank slaver quests need to be much more tame. They are looking offensively now. There is no way I can get 3-4 slaves for a single quest. And requirements like all mastered and monk + knight are way overboard.

We currently have a problem with a lack of things for characters to do. We can assign characters to work services, but that feels somewhat pointless once players accumulate a lot of money. Furthermore, players hit the milestone by selling off excess materials very early in the game.

Could you help brainstorm some alternative ways to utilize these characters?

For example, the previous game featured a cleaning duty mechanic. Perhaps players could hire a small army of maids to make a mansion spotless and increase its prestige, or we could introduce something similar. Adding mechanics like this would significantly boost the game's replayability as a sandbox.

Leon is not that hard to beat, if you keep your people free of bleeding. Mithril heavy armor helps. Even steel + bone swords are okay. Provoke him if possible, poison and bleed him. In the end he maybe kills someone (1 or 2) and will die from fragile state. I am more worried about Nixx. I can't beat it without fully reorganizing party. And when you are that deep into game, you don't do it. You just quit.

I have used healing light (main character skill) from dungeon menu and it has dealt damage instead of healing. Recipient was not undead. It was Zephira. She got -2 HP total, severely wounded and was not healing natural until I has healed her with shards to positive level of health.