#Wizard Finals - Tactical Roguelike Prototype

46 messages · Page 1 of 1 (latest)

ionic umbra
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damn nice art

robust sage
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these are all just placeholder scribbles 😅

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at least it means that once i make the actual art and animations the game will surely look very good

lavish tiger
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Right up my alley! Would love to see your design and progress ♥️

robust sage
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i keep forgetting to show progress here, but heres the ui for it mostly finished

robust sage
lavish tiger
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Will test it when I get home! Do you have any recommendations/guides for the spell/movement range and selection? I'm just starting out myself

robust sage
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i think its probably best to let you figure that out yourself and then you let me know what you found

lavish tiger
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No worries - my journey is off topic as I don't want to intrude on your space. Just trying to collect inspirational projects and tutorials!

I tried the demo, and it's exciting! Some feedback, hopefully it's useful/what you're looking for:

Intro:

  • The wizard does throw a lot of you at once in the tutorial. You may want to ease into it by starting with just the character, in a scene with an enemy, and learning movement + spellcasting on the enemy. Then move onto next tutorial scene with your familiar + enemy interactions/spells.
  • I was a little lost on the first turn, I know it was mentioned that you can not affect enemies, but it would help making it a bit clearer (a banner stating it is a preparation round/"Get ready!"). I was more familiar with what best to do prepare in subsequent runs

Visual:

  • When casting spells, I was unclear how many actions I had taken. May be useful to show I have 1/3 AP left, or a container
  • A banner stating it is 'your turn' and 'enemy turn' may help with clarity. I was waiting for my turn until I tried to find out why the player cells were flashing. 🙂
  • is there a way to see enemy's attack/spell ranges? Would be helpful for planning

All in all it's quite fun, and I'm still figuring it out. Will go back and try to get to the end of the last round later 🙂

robust sage
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but the icons on top of enemies show the range of their attack once you hover over them

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on the clarity of your actions, making it a lil more clear is already a feedback i received in the past and ill probably touch a bit more on that later

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being honest im just kinda disappointed that it seems you're using ai to write this, (specially bc of the first line on the message which seems completely unrelated), i would 10x prefer just hearing your direct unfiltered opnions instead of this, even if they're unorganized

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When casting spells, I was unclear how many actions I had taken. May be useful to show I have 1/3 AP left, or a container
on this, your left AP is shown on the left side, on top of the spellbook, and on the cell of your character, tho i think i shouldve indicated that a lil better on the tutorial too

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how far did you get btw?

robust sage
lavish tiger
# robust sage being honest im just kinda disappointed that it seems you're using ai to write t...

What do you mean ai? Like to write my message? Just... No.

The first line was unrelated bc I was apologizing for going off topic (asking you for tips on my project/journey) on your thread. I'm literally just typing on discord through my phone, not sure what you're suggesting.

Is it bc I broke up intro/visual into bullet points? if so that's just how i organize my notes, just a coincidence if it looks like an AI answer.

i had played a few rounds but I did not get to the 'boss' judging by the mini map in top left

robust sage
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really sorry then, i guess i just assumed wrong then

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no worries

lavish tiger
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I'll hopefully provide better feedback if I can keep playing. Pls let me know if you're looking for a specific type of feedback (or if you want me to eff off that's fine too 😅)

robust sage
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lemme think

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a thing im currently looking to know, specially from people less familiar with tactical games is the difficulty of the current content on the prototype

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i know its pretty hard, specially worlds 2 and 3, but still, if you get there id like to know your opnion on it

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even if you end up threading ground i already have feedback on, feel free to comment more on the general feel of the game

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the worst is just that youll get an answer of "yeah ive head that from other people and already fixed it here / will fix on a later version of the game"

lavish tiger
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Ok I had some time to complete it a run. Unorganized thoughts:

  • Attacks hover info could use descriptions. For example Gnome Tunnel - says attacks from distance, but does not mention it swaps places. Is there a way to preview/describe what the enemy will do (expand on the hover over text for 'Distant Attack - Gnome Tunnel'), or is it intentional (play & learn your enemies attack patterns). For ex. 'Trunk' enemy says attacks melee, but it hits me from 2 cells away
  • Does it tell you how many spells you can have? I did not realize it was only 5 until after I purchased a 6th spell. My instinct was to drag the spell to the slot, perhaps the spellbook slots can have borders change highlight color instead of flash white (or some other notification to click to change spellbook spells)
  • Not sure if artifacts were explained, but I did not realize you had to go to Inventory, then click "Spells: OFF" to "ON", to view artifacts and then equip. Perhaps change the buttons at tabs to be Tabs?
  • would be great to have an undo movement option (if all you've done is move ... accidentally... on your turn). But totally understand if this is a design decision
  • Won my first World by stacking armor as much as I could on Golem. Struggled with Kraken at first (deciding b/w tentacles and boss), but changed strategy midway and then it was a breeze 🙂
  • Love the challenges. Reminds me of Wakfu/Dofus 🙂
  • With golem at 300+ armor, I gave 300+ armor to player, even though description says up to 30. For ex I had 138, and gave it to player, who got 88? (only had 10 armor from end of turn artifact)
  • Lost to Merlin (I did not have any move spells except for a dead snowman), but looks like the Checkpoint let me try again... and barely won with ~20 hp and all supports dead
  • Counter: Destroy all orbs - you can just destroy 1 and it will counter.
robust sage
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oh hell yeah another person was able to beat it

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will answer your feedback in a bit, just woke up

robust sage
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alright, so

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about enemy attacks, i decided to only show range and damage on porpoise, so theres a bit of trial and error / experimentation on the first runs

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so the info being incomplete is intentional

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same thing abt an undo button, i feel like the game is pretty fair atm so even if you commit a mistake you're unlikely to completely lose a run, considering that each shop gives you a checkpoint that you can use for no downside

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With golem at 300+ armor, I gave 300+ armor to player, even though description says up to 30. For ex I had 138, and gave it to player, who got 88? (only had 10 armor from end of turn artifact)
golem's kinda buggy atm, so its not a surprise hes acting up tbh lol

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i think i already fixed that tho, the patch just isnt online yet

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Not sure if artifacts were explained, but I did not realize you had to go to Inventory, then click "Spells: OFF" to "ON", to view artifacts and then equip. Perhaps change the buttons at tabs to be Tabs?
atm, the inventory looks like this, i feel like it probably is a bit easier to figure out how to navigate it than the one you played with

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Does it tell you how many spells you can have? I did not realize it was only 5 until after I purchased a 6th spell. My instinct was to drag the spell to the slot, perhaps the spellbook slots can have borders change highlight color instead of flash white (or some other notification to click to change spellbook spells)
on the tutorial, it is explained that iirc, but only after you reach your first library, so if you died / stopped playing before getting there, the tutorial was already considered finished on your next run

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ill prob change that in the future

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but i also plan on adding like a "discord ping" like visual to the inventory every time you buy new stuff

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so you dont forget abt it

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since that is a thing i myself noticed while playing: forgetting to equip the stuff you just bought

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Counter: Destroy all orbs - you can just destroy 1 and it will counter.
oops

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Lost to Merlin (I did not have any move spells except for a dead snowman), but looks like the Checkpoint let me try again... and barely won with ~20 hp and all supports dead
yeah i think it would be beneficial if he was a lil easier for now lol

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its ok for a prototype but i think the current difficulty should not be the default

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Love the challenges. Reminds me of Wakfu/Dofus
wakfu in specific is a major inspiration

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i play that game for like 10 years lmao

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i got into gamedev in 2020 bc i wanted to make my own tactical game after so much wakfu