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What ports are required to be forwarded for this to work multiplayer?  Hamachi causes issues for me, it's easier to just forward ports.

I use Hamachi myself when I was play testing the multiplayer, but I assume the ports you need to open to play the multiplayer is those used usually by GZDoom?

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One issue I've ran into is that when you die, your last save file is loaded instead of just respawning at the beginning of the area. Is that just me?

That is intended; The Auto save feature should have it so that when you enter a new area, so that when you are defeated, it should spawn you back to the very start. The game will automatically load whatever the newest save file is, so keep that in mind!

Okay, but elsewhere in the game it says that you lose half your gold when you respawn. So what's the purpose of the bank other than to keep goblins from stealing your gold?

That is mainly a multiplayer feature; In Coop if you are defeated, you lose half your gold but can still resurrect party members by exiting the map. The Bank also makes it easier to send gold to other players so they can purchase items in multiplayer!

In Addition to this, the Hawkman has some benefits to when he uses the bank in both Singleplayer and Multiplayer!

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Very excited to finally be able to play this! 

I do have one question, do you intend to release the soundtrack for download anywhere?

Actually, you technically already have the soundtrack; You can extract the Midi Files from the game itself and listen to them!

However, I do plan to upload the whole OST some point soon to make it easier for other people to listen to it. I just wanna give it awhile first so people don't see any spoilers from listening to the soundtrack!

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Been having a lot of fun experimenting with all the classes. Felt lost at first but I got a better understanding after exploring. This feels like the dream game I always wanted!

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Anyone ever play that mod game called "megaman 8-bit deathmatch"? it feels like that but not a mod and much cooler.

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There's definitely some issues that could use ironing out so far (the other comments hit them pretty well), but I really have to compliment the UI design at a bare minimum. Very strongly feels like the Shining Force on Game Gear and other early RPG-system games from the era. The entire conceit feels like Quest 64 in a good way. The gameplay... Yeah, as the other comments said: More tutorialization, more forgiving early-game damage.

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I appreciate the compliments very muchly!

In regards to the tutorial; Speaking to NPC's within the world of magic is actually supposed to serve as the tutorial for the game. The King, Princess and Loremaster give you a pretty good starting point where to look (including directing you to the library!), as well as the various NPC Villagers located within and outside the castle!

I just hope for those who are finding the start difficult know that they can talk to the NPC's!

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I absolutely love the looks of this game! However, I feel like the game leaves the player with too little information, with that information only given behind a book that looks similar to 50 other books. Maybe a sort of tutorial building that goes over the mechanics of this specific game could be added? Or a text file at the very least. 

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Whats up with the difficulty? even playing as the tanky knight i get 2-shot by octopunks and those squiggly looking guys in the starting forest!?

I have recently lessend the difficulty within the starting area (which you can read in the Dev logs for changes I have made!)

However, the game itself is intended to be difficult. They are NPC's however that suggest that within the overworld (The area you are encountering said enemies!) that you are able to avoid conflict by simply running away. Some enemies will be tougher then your current prowess, so some times the best option is to flee!

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