Johannes
02-09-2009, 10:57 PM
First off, thanks for the new king of the hill of the genere and a game I might replay in 10 years and still like, keep paying attention to detail, keep the good people and use common sense and I'm sure you will prevail in the sequel.
Some minor thoughts on improvments:
1. Really need to be able to reskill somehow, should be expensive (affect score,cash,runes, force you to marry gerda (I kid, I kid) whatever seems like a good balance). If it's part of some big scheme to make the player replay the game using a different build I kindof buy that.
2. After you finish a fight no nearby forces should attack you for 5 seconds (or 3, whatever seems reasonable), trying to dodge two troops, failing and engaging one, barely winning the battle and then you have a microsecond to try to save or use a mana/rage pot before the next battle begins is a very frustrating thing in this game. If you're worried about abuse, freeze the players character for the same amount of time, the main thing is that I want time to save and possibly use a pot.
3. Translation to english was ok at a ~95% in this one but people notice the misstakes in not only spelling but choice of words and grammar, 100% would make it look alot more professional.
4. There could be more classes.
5. The classes could be done better, there was not alot of inovation when comming up with the skill trees, the standard template from the last 20 years works but it would not have hurt to think a bit more outside the box on this point.
(warrior: get troops, damage and rage.
paladin: get adventure skills and what the others have
mage: get damage,mana and enable them to have more spells).
See my point? A bit crude. You could still keep that as the core but branch out a bit and go crazy sometimes. Strong abilities that also have a downside effect is missing and usally makes it a bit more interesting.
6. Small one: It's not optimal that when you explore say a grave and there's units in it but you're full, it just destroys the troops forever. Rather mark it as (Visited, skelleton archer: 6). I understand that you don't want to make every grave into "a shop" in it's behavior since that would be anoying too, you'll have to treat it as a seperate case with logic along the lines of: if full, take none, update note to the above, else take all.
Still, take it the right way, wouldn't have bothered posting unless you where really on to something great.
Some minor thoughts on improvments:
1. Really need to be able to reskill somehow, should be expensive (affect score,cash,runes, force you to marry gerda (I kid, I kid) whatever seems like a good balance). If it's part of some big scheme to make the player replay the game using a different build I kindof buy that.
2. After you finish a fight no nearby forces should attack you for 5 seconds (or 3, whatever seems reasonable), trying to dodge two troops, failing and engaging one, barely winning the battle and then you have a microsecond to try to save or use a mana/rage pot before the next battle begins is a very frustrating thing in this game. If you're worried about abuse, freeze the players character for the same amount of time, the main thing is that I want time to save and possibly use a pot.
3. Translation to english was ok at a ~95% in this one but people notice the misstakes in not only spelling but choice of words and grammar, 100% would make it look alot more professional.
4. There could be more classes.
5. The classes could be done better, there was not alot of inovation when comming up with the skill trees, the standard template from the last 20 years works but it would not have hurt to think a bit more outside the box on this point.
(warrior: get troops, damage and rage.
paladin: get adventure skills and what the others have
mage: get damage,mana and enable them to have more spells).
See my point? A bit crude. You could still keep that as the core but branch out a bit and go crazy sometimes. Strong abilities that also have a downside effect is missing and usally makes it a bit more interesting.
6. Small one: It's not optimal that when you explore say a grave and there's units in it but you're full, it just destroys the troops forever. Rather mark it as (Visited, skelleton archer: 6). I understand that you don't want to make every grave into "a shop" in it's behavior since that would be anoying too, you'll have to treat it as a seperate case with logic along the lines of: if full, take none, update note to the above, else take all.
Still, take it the right way, wouldn't have bothered posting unless you where really on to something great.