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Messages - Sealer

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Early Dev / Re: Caves Roguelike (36dev team)
« on: February 28, 2016, 10:42:53 AM »

Thanks again for the reply. It means a lot to us )

/36dev team
Happy to help, I'll be watching development of caves closely.

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Early Dev / Re: Caves Roguelike (36dev team)
« on: February 25, 2016, 05:38:23 AM »
I love the graphics and sound in your game. They're simple but add a lot of flavour.

UI is somewhat intuitive apart from small icons near inventory for the map and help screen, I'm also not a big fan of the inventory since with many items I find myself scrolling a lot to use potions and swap weapons.

I think you've done an admirable job of using a small line of sight and 4 directional movement to your advantage. It's simple, intuitive and works really well for mobile games.

My main gripes with the game are currently:

* after finding decent equipment the difficulty goes down to medium. After finding healing items on top of that, it becomes trivial. My current character is on dlevel 5 with a couple healing crystals and hasn't experienced a challenge last 2 levels.

* mining is an interesting mechanic but it encourages fully mining out whole levels which takes a long time and is boring. Implementing resource veins where resource blocks are grouped up might be a solution.

* after exploring the first two levels I feel that I've seen everything that the game has to offer. I hope it's just because of lack of content due to it being early in development :-) I feel I need to point it out because the ui, graphics and character abilities look really solid right now.

* I'm partial about persistent resources and upgrades. It makes balancing the game difficult and will encourage 'grinding' until you get upgrades.



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