
Flash submissions are emulated via Ruffle. Ruffle is currently in development and compatibility is not guaranteed. Click here for more info.
*** IMPORTANT! This version of EverDelve is NOT up-to-date. It has been moved to scraps and archived. *** To play the latest version of EverDelve, click one of the following links:
Play EverDelve on FurAffinity
Play EverDelve at Shuriken Games
You should see the following version on the title screen: v0.3.2. If you don't, you need to hard refresh your browser (Ctrl + F5) to see the latest version.
~ ~ ~ ~ ~
Merry Christmas! Since I can't afford to get gifts for everyone I care about, I've decided to release a new update to EverDelve instead. As soon as I can, I will also be posting EverDelve on my game development website, Shuriken Games.
I want to thank everyone who has expressed interest in EverDelve so far, as well as those who have offered feedback or advice. Your comments have helped shape EverDelve into what it is now, and will continue to shape its development in the months to come. Have a safe and happy holidays!
~ ~ ~ ~ ~
EverDelve v0.3.2 - 12/25/2011
* Rebalanced many aspects of the combat system: damage dealt by attacks, maximum health, miss chance, experience earned, experience required to gain levels, and monster advancement rates.
* New monster types are now gradually introduced.
* When reaching a new depth or quitting, the game now displays a confirmation prompt instead of saving without permission.
* Players can now freely go back up the stairs to revisit previous depths. When the player returns to a previous depth, they appear at the down stairs in a new, randomly generated maze. The doors to the downstairs are locked and require the hidden level key to open, just like any other depth.
EverDelve v0.3.1 - 12/10/2011
* Fixed a bug in maze generation where mazes after the first would sometimes lack a key or stairs down. Players previously stuck in one these impossible mazes can continue playing at the same depth. When they resume, they will start at the same depth in a new maze with no level key.
* Fixed a graphical error where the player's character portrait would not update if they switched characters.
* Fixed a graphical error where the player's health would, after being defeated in combat, appear to remain at 0 when in actuality they were fully healed.
* On the new character screen, the player is not allowed to start play until they choose a new, non-whitespace name for their character.
* Current depth is now displayed on the main game screen.
EverDelve v0.3.0 - 12/04/2011
* Slain monsters award the player experience and money.
* Experience can be spent to increase the player's abilities.
* Money can be donated at shrines for healing.
* Searching is now required to find the level key.
* Added a wider variety of monsters.
* Monsters now get tougher as the player reaches greater depths.
* Added more player races.
* Added a small dot to the center of the minimap marking the player's location.
* Added credits screen.
* General tweaks across the User Interface.
* Bugfix: Save slot prompt no longer interferes with the program's flow, such as going down stairs or getting into a fight.
* Bugfix: When a popup is displayed, the user can no longer interact with UI elements that are not part of that popup.
EverDelve v0.2.1 - 09/19/2011
* Fixed a layering issue with the popup window showing under other screen elements.
* Replaced placeholder images with Creative Commons images.
* When starting a new game, combat no longer occurs after the first tick.
* Saved games have been invalidated.
Play EverDelve on FurAffinity
Play EverDelve at Shuriken Games
You should see the following version on the title screen: v0.3.2. If you don't, you need to hard refresh your browser (Ctrl + F5) to see the latest version.
~ ~ ~ ~ ~
Merry Christmas! Since I can't afford to get gifts for everyone I care about, I've decided to release a new update to EverDelve instead. As soon as I can, I will also be posting EverDelve on my game development website, Shuriken Games.
I want to thank everyone who has expressed interest in EverDelve so far, as well as those who have offered feedback or advice. Your comments have helped shape EverDelve into what it is now, and will continue to shape its development in the months to come. Have a safe and happy holidays!
~ ~ ~ ~ ~
EverDelve v0.3.2 - 12/25/2011
* Rebalanced many aspects of the combat system: damage dealt by attacks, maximum health, miss chance, experience earned, experience required to gain levels, and monster advancement rates.
* New monster types are now gradually introduced.
* When reaching a new depth or quitting, the game now displays a confirmation prompt instead of saving without permission.
* Players can now freely go back up the stairs to revisit previous depths. When the player returns to a previous depth, they appear at the down stairs in a new, randomly generated maze. The doors to the downstairs are locked and require the hidden level key to open, just like any other depth.
EverDelve v0.3.1 - 12/10/2011
* Fixed a bug in maze generation where mazes after the first would sometimes lack a key or stairs down. Players previously stuck in one these impossible mazes can continue playing at the same depth. When they resume, they will start at the same depth in a new maze with no level key.
* Fixed a graphical error where the player's character portrait would not update if they switched characters.
* Fixed a graphical error where the player's health would, after being defeated in combat, appear to remain at 0 when in actuality they were fully healed.
* On the new character screen, the player is not allowed to start play until they choose a new, non-whitespace name for their character.
* Current depth is now displayed on the main game screen.
EverDelve v0.3.0 - 12/04/2011
* Slain monsters award the player experience and money.
* Experience can be spent to increase the player's abilities.
* Money can be donated at shrines for healing.
* Searching is now required to find the level key.
* Added a wider variety of monsters.
* Monsters now get tougher as the player reaches greater depths.
* Added more player races.
* Added a small dot to the center of the minimap marking the player's location.
* Added credits screen.
* General tweaks across the User Interface.
* Bugfix: Save slot prompt no longer interferes with the program's flow, such as going down stairs or getting into a fight.
* Bugfix: When a popup is displayed, the user can no longer interact with UI elements that are not part of that popup.
EverDelve v0.2.1 - 09/19/2011
* Fixed a layering issue with the popup window showing under other screen elements.
* Replaced placeholder images with Creative Commons images.
* When starting a new game, combat no longer occurs after the first tick.
* Saved games have been invalidated.
Category Flash / Fantasy
Species Unspecified / Any
Size 800 x 600px
File Size 216.2 kB
Listed in Folders
Thanks for commenting! I'll keep an eye out for the behavior you describe: a maze without a down staircase. As for the images, most of them aren't mine. A lot of the credit goes to Jonathan Hawk and VectorPortal.com, respectively. The only images I made myself are the FA thumbnail icon and a handful of images seen only in combat (if at all). You can check the credits for specifics there.
If you find any other bugs, or just want to make a suggestion, please let me know. I feel this little game has a lot of potential, and I have a large to-do list already with new features to add such as items and inventory, variety of rooms, special attacks and abilities in combat, etc. But bugfixes take priority.
If you find any other bugs, or just want to make a suggestion, please let me know. I feel this little game has a lot of potential, and I have a large to-do list already with new features to add such as items and inventory, variety of rooms, special attacks and abilities in combat, etc. But bugfixes take priority.
found the same bug as the guy above - no keys sometimes, or no stairs down, or neither. Also, on subsequent games, my user icon remained the same Icon I had as a minotaur, even though I was playing a featherkin and a wolfen respectively. Do I need to refresh the page or something?
Not a bug, but a suggestion: I'd like it to be harder. The hit/miss ratio seems good, but I'd like to do less damage at low levels, and take more damage from monsters.
Basic system is really fun though. I look forward to the new features you have planned! I can't wait until you get the key/stairs bug fixed, so I can play it for longer periods.
Not a bug, but a suggestion: I'd like it to be harder. The hit/miss ratio seems good, but I'd like to do less damage at low levels, and take more damage from monsters.
Basic system is really fun though. I look forward to the new features you have planned! I can't wait until you get the key/stairs bug fixed, so I can play it for longer periods.
Hmmm, so there's definitely a big issue with map/level generation. Darn. Thanks for reporting it, though. That, and the icon failing to update if you switch characters. That last one should be an easy fix.
I will strongly consider tweaking with the combat system to balance monster vs. player strengths in the next update. I haven't been 100% happy either with how easy the game is at the beginning.
Glad you had fun!
I will strongly consider tweaking with the combat system to balance monster vs. player strengths in the next update. I haven't been 100% happy either with how easy the game is at the beginning.
Glad you had fun!
I feel like I'm lvling up too mutch, and since it max out health I don't find mutch reason to heal .. imaybe just add max health diffrence to hp after a level up? or yeah .. tweak the exp gain/need. maybe have exp gain depend on some variation of depth/level.
Oh, maybe tell the depth in the game room, atm the only way to know it is to load a saved game, along with progress to next level.
Any hope for keyboard controll? I tried to play a bit it using tab and space only x3 lol .. but then you can't select enemy target, so that didn't work.
Maybe make a fake wall, that will appear as a normal room, unless you search it or pass by it again (or it's a dead end), then the text will update to something like "there somthing strange with this wall" / "Is that coweb .. covering a door?", searching will then make the direction appear.
Meet the same "no door" fate, however it's quite a nice game so far, one just gotta love the classic look of that maze ^^ looking forward to see how it turns out. .. *blows dust off his "game design with flash" book and starts reading*
Oh, maybe tell the depth in the game room, atm the only way to know it is to load a saved game, along with progress to next level.
Any hope for keyboard controll? I tried to play a bit it using tab and space only x3 lol .. but then you can't select enemy target, so that didn't work.
Maybe make a fake wall, that will appear as a normal room, unless you search it or pass by it again (or it's a dead end), then the text will update to something like "there somthing strange with this wall" / "Is that coweb .. covering a door?", searching will then make the direction appear.
Meet the same "no door" fate, however it's quite a nice game so far, one just gotta love the classic look of that maze ^^ looking forward to see how it turns out. .. *blows dust off his "game design with flash" book and starts reading*
Thank you so much for the feedback! I'm glad you've enjoyed the game in spite of its bugs and quirks.
Yes, I agree that experience levels are gained too quickly. I'll look into that. As for full heals on level up, I considered all the options pretty heavily and decided that a full heal was the best and least complicated way to go. Unless someone puts forth a really good argument, I don't see that changing anytime soon.
Show depth on the main screen? Good idea. :)
Keyboard control hasn't been a major consideration with this game yet, BUT it may be something for me to consider eventually because if you can play the game via keyboard, you can play it via gamepad. I'm a big fan of games that support USB controllers, especially with games like EverDelve that are catering to a "retro" gaming style. So ... this one's a maybe.
Secret passages and the like are already on my to-do list; your interest has been noted.
I hope to fix the "maze with no exit/key" bug very soon. That's a show-stopper and an embarrassment. :( I'll do my best to fix it in such a way that players will be able to continue their games where they left off and not be forced to start over.
Yes, I agree that experience levels are gained too quickly. I'll look into that. As for full heals on level up, I considered all the options pretty heavily and decided that a full heal was the best and least complicated way to go. Unless someone puts forth a really good argument, I don't see that changing anytime soon.
Show depth on the main screen? Good idea. :)
Keyboard control hasn't been a major consideration with this game yet, BUT it may be something for me to consider eventually because if you can play the game via keyboard, you can play it via gamepad. I'm a big fan of games that support USB controllers, especially with games like EverDelve that are catering to a "retro" gaming style. So ... this one's a maybe.
Secret passages and the like are already on my to-do list; your interest has been noted.
I hope to fix the "maze with no exit/key" bug very soon. That's a show-stopper and an embarrassment. :( I'll do my best to fix it in such a way that players will be able to continue their games where they left off and not be forced to start over.
My older save data loads fine now. Thanks for fixing that!
Game is very fun. I got down to about level 15. No more bugs yet. I also like the addition of a level counter, so I know how far down I am.
At around dungeon level 12 or 13, the difficulty gets to be about right, which is interesting, because in some ways it feels frustrating that things should get harder as my character gets more badass. I think the game should start much harder than it does, and then occasionally get easier as my character gets cooler, then harder again as new monsters or upgraded monsters are introduced, so that the difficulty remains comparable throughout, with just a bit of variance up and down for texture. Does that make sense?
Anyway, I enjoy the random dungeon levels, and I really look forward to all the proposed additions. There's so many things I want to add but I can tell you all my ideas in person. I'm very excited about the game!!!
Game is very fun. I got down to about level 15. No more bugs yet. I also like the addition of a level counter, so I know how far down I am.
At around dungeon level 12 or 13, the difficulty gets to be about right, which is interesting, because in some ways it feels frustrating that things should get harder as my character gets more badass. I think the game should start much harder than it does, and then occasionally get easier as my character gets cooler, then harder again as new monsters or upgraded monsters are introduced, so that the difficulty remains comparable throughout, with just a bit of variance up and down for texture. Does that make sense?
Anyway, I enjoy the random dungeon levels, and I really look forward to all the proposed additions. There's so many things I want to add but I can tell you all my ideas in person. I'm very excited about the game!!!
Hmmm. There are a lot of different ways I can ramp the difficulty of combat. I'll really have to think about this one. Also, it may be a little premature to really focus on this issue since there are so many other more urgent changes that will likely affect the combat difficulty ramp. Making characters level up less often will give the monsters an advantage at higher levels. Adding items will give new abilities to the player and possibly give them a slight edge. Adding equipment will also give the players a noticeable advantage over monsters of the appropriate level. So while this is a good issue to raise, I think it's still a bit early. I'll put it on the backburner for now and see what happens.
I welcome any and all ideas you may have! :) I would prefer to see them here in comments so that other players can give them thumbs up or down, but do as you like.
Watching you play last night was very heartening to me, you have NO idea.
I welcome any and all ideas you may have! :) I would prefer to see them here in comments so that other players can give them thumbs up or down, but do as you like.
Watching you play last night was very heartening to me, you have NO idea.
I love you so.
difficulty: I agree with you completely about all the items and other changes affecting the difficulty, and how trying to alter the balance with so many things coming in to upset it again is probably pointless. However, I think my concern about the way difficulty changes over the course of the game is a good one. Right now, it starts way too easy and gets harder at a steady incline - a line as it were.
I think the difficulty should move in more of a shallow sine wave. Maybe at a VERY slow rate, the overall, average difficulty would get harder, slightly, but not nearly at the rate that the current version changes. I want to stretch the sweet spot of "perfect difficulty" for a long, long time, starting earlier and lasting, but with enough up and down variation in the mean time to keep that sweet spot from getting monotonous.
I'm not sure you should worry about it until you have the items in and the level progression slowed, etc, but I do think it will require a significant adjustment of the monster-advancement math, if that makes sense.
Other ideas, since you wanted them public:
Level Bosses: a guardian at the stairs (maybe it ignores you until you have the key?) that you have to fight to go down. It could have more description when you encounter it (not quite a cut scene, but a touch of flavor).
NPCs: you run into them, maybe at random, maybe hurt or imprisoned. They have little dialogues to offer. Some sell or buy stuff. Others join your party and fight with you if you let them. Some have quests they send you on, to find something and bring it back, complete with rewards once you get the thing. Some quests will require that you go back up a level or two to bring some item back to the person who requested it. Some NPCs, if you let them join your party, will give you miniature story arcs, and lead you to special bosses to fight. Some NPCs will only stick around temporarily, and others will be available for the whole game, so that after a while, you have a hand-picked party of your four(ish) favorites, all fighting with you, like in some of the Final Fantasy games. One of the NPCs should be a dog.
Ok, that's enough for now. I'm going to think my other ideas through more thoroughly before I post them. Now on with my day.
difficulty: I agree with you completely about all the items and other changes affecting the difficulty, and how trying to alter the balance with so many things coming in to upset it again is probably pointless. However, I think my concern about the way difficulty changes over the course of the game is a good one. Right now, it starts way too easy and gets harder at a steady incline - a line as it were.
I think the difficulty should move in more of a shallow sine wave. Maybe at a VERY slow rate, the overall, average difficulty would get harder, slightly, but not nearly at the rate that the current version changes. I want to stretch the sweet spot of "perfect difficulty" for a long, long time, starting earlier and lasting, but with enough up and down variation in the mean time to keep that sweet spot from getting monotonous.
I'm not sure you should worry about it until you have the items in and the level progression slowed, etc, but I do think it will require a significant adjustment of the monster-advancement math, if that makes sense.
Other ideas, since you wanted them public:
Level Bosses: a guardian at the stairs (maybe it ignores you until you have the key?) that you have to fight to go down. It could have more description when you encounter it (not quite a cut scene, but a touch of flavor).
NPCs: you run into them, maybe at random, maybe hurt or imprisoned. They have little dialogues to offer. Some sell or buy stuff. Others join your party and fight with you if you let them. Some have quests they send you on, to find something and bring it back, complete with rewards once you get the thing. Some quests will require that you go back up a level or two to bring some item back to the person who requested it. Some NPCs, if you let them join your party, will give you miniature story arcs, and lead you to special bosses to fight. Some NPCs will only stick around temporarily, and others will be available for the whole game, so that after a while, you have a hand-picked party of your four(ish) favorites, all fighting with you, like in some of the Final Fantasy games. One of the NPCs should be a dog.
Ok, that's enough for now. I'm going to think my other ideas through more thoroughly before I post them. Now on with my day.
Found a glitch:
- if you press load on the main screen and have several save files, the bg boxes and text color just adjust for the first one.
I had some good laughts when I found a:
- 7 block generated floor over a 3x3 area x3 so small .. haha
- 3 clower of shrines .. just from where I stood after a hard battle
Restarted the game and got to depth 20 and level 38 (dungeon generator seems to be flawless now), focusing on strength, though, and perc. to get meele power and hit chance + good meele/magic resist, dunno if the foes does magic damage yet .. but those hags realy pack a punch (meet 4 of them at depth 19, left me with 7 hp left >>;;)
I still feel like I level up too mutch, and in the end I had 8,6k gold.. I would will like to wear those battle scars a bit longer so I will be crying joyfully when I leave my gold by the shrine .. (difficulty option? hardcore no-save option is a bit wasted without some highscore table.)
Oh yes, I'm looking forward to the next update, items will add a whole level of possibilities.. and I'm realy enjoying it so far ^^ (I can send you a PM with ideas if you want, so it will just be game comments here .. unless I should sneak them in between the lines)
- if you press load on the main screen and have several save files, the bg boxes and text color just adjust for the first one.
I had some good laughts when I found a:
- 7 block generated floor over a 3x3 area x3 so small .. haha
- 3 clower of shrines .. just from where I stood after a hard battle
Restarted the game and got to depth 20 and level 38 (dungeon generator seems to be flawless now), focusing on strength, though, and perc. to get meele power and hit chance + good meele/magic resist, dunno if the foes does magic damage yet .. but those hags realy pack a punch (meet 4 of them at depth 19, left me with 7 hp left >>;;)
I still feel like I level up too mutch, and in the end I had 8,6k gold.. I would will like to wear those battle scars a bit longer so I will be crying joyfully when I leave my gold by the shrine .. (difficulty option? hardcore no-save option is a bit wasted without some highscore table.)
Oh yes, I'm looking forward to the next update, items will add a whole level of possibilities.. and I'm realy enjoying it so far ^^ (I can send you a PM with ideas if you want, so it will just be game comments here .. unless I should sneak them in between the lines)
I'll keep an eye out for the save slot glitch you mentioned.
Mazes: yeah, sometimes the random maze generator will spit out some goofy looking levels. That's what you get when you use lots of randomness with few constraints. :) Just as long as the mazes are all solve-able now, I'll be content!
Though it doesn't really show, there are three "types" of attacks in this game at present:
* Melee attacks, which use your melee attack attributes and your opponent's physical defense attributes.
* Ranged attacks, which use your ranged attack and your opponent's physical defense, respectively.
* Magic attacks, which use magic attack and magic defense attributes.
Different monsters will use different types of attacks. Once I have animations ready for the different types of attacks, it will become clearer which enemies are doing what. I should make this a priority. Off the top of my head, I know that hags and vampires have magic attacks, and goblins and skeletons have ranged. Nearly all monsters have melee attacks. Some have more than one attack type and will alternate.
As for leveling/gold/shrines, I have plans in the works already to balance these things.
High scores table ... yeah, that'll be a long ways off, if at all, since that will require communication over the net to a central server with a database. This is not the sort of software development I am familiar with or well versed in. But the hardcore idea is an interesting one, as well as having other difficulty or gameplay modes.
I encourage people to leave any game related comments here in this thread so that others can read and offer their opinions, though I will not ignore notes and other messages.
Mazes: yeah, sometimes the random maze generator will spit out some goofy looking levels. That's what you get when you use lots of randomness with few constraints. :) Just as long as the mazes are all solve-able now, I'll be content!
Though it doesn't really show, there are three "types" of attacks in this game at present:
* Melee attacks, which use your melee attack attributes and your opponent's physical defense attributes.
* Ranged attacks, which use your ranged attack and your opponent's physical defense, respectively.
* Magic attacks, which use magic attack and magic defense attributes.
Different monsters will use different types of attacks. Once I have animations ready for the different types of attacks, it will become clearer which enemies are doing what. I should make this a priority. Off the top of my head, I know that hags and vampires have magic attacks, and goblins and skeletons have ranged. Nearly all monsters have melee attacks. Some have more than one attack type and will alternate.
As for leveling/gold/shrines, I have plans in the works already to balance these things.
High scores table ... yeah, that'll be a long ways off, if at all, since that will require communication over the net to a central server with a database. This is not the sort of software development I am familiar with or well versed in. But the hardcore idea is an interesting one, as well as having other difficulty or gameplay modes.
I encourage people to leave any game related comments here in this thread so that others can read and offer their opinions, though I will not ignore notes and other messages.
I've had that minor visual glitch on the save table too, and a similar one where all three save boxes looked weird. It didn't interfere with functionality, so I forgot about it, and it doesn't usually happen - very intermittent. I'll try to call you in next time I see it. As I said, though, everything works fine, just looks slightly off (still legible even) on the load page on rare occasions. *shrug*
As for the high scores table, I had two ideas:
1) a high scores table for your own computer, that saves your own personal bests instead of communicating with a server
2) a long time from now, once you've programmed in an MMO mode , you can add a worldwide multi-player high-scores list. (for deepest delver, most money, divided by difficulty . . . )
As for the high scores table, I had two ideas:
1) a high scores table for your own computer, that saves your own personal bests instead of communicating with a server
2) a long time from now, once you've programmed in an MMO mode , you can add a worldwide multi-player high-scores list. (for deepest delver, most money, divided by difficulty . . . )
So, with my minotaur fighter character I got to depth 17 before the fights started getting really hard. With my half-dragon mage I'm only at depth 11 and I'm already losing EVERY fight I get into. I don't think the game should ever get THAT hard, not unless there's a skill/speed element, like in Tetris, or unless there are strategy options that can improve your chances. As long as the game is mostly luck-based (and long-term strategising, like where you put your points on level-ups) I think going back to the stairs with no xp after every fight is simply excessive.
So yeah, it's not just combat balance - it's the rate and type of difficulty increase. Also, even when I was still winning about half the fights, the frustrating thing was how all-or-nothing each fight was. If I was going to lose, it was a foregone conclusion from the first round. If I got the change to hit escape in those circumstances, I did, but usually my escapes failed anyway, and often I was killed by the monsters before I got another turn to even try running away. On the fights I was likely to win, the monsters didn't stand a chance. I think a more uncertain outcome would be nice, where I click the blast button and I'm like "comeoncomeoncomeon!" just hoping I'll get the vampire this round, because I know I can take the two scarabs once it's gone, as long as it can't hit me again (or whatever), and then I leave the fight victorious, with 10 hit points left and booking it for the nearest healing spring.
That brings to mind another feature I'd like to see added (and soon!). I had the key and was on my way to the stairs down. The key and stairs were a long way apart, and I'd been doing badly in most fights. I didn't trust my ability to make it to the stairs with the key AT ALL, much less on my first attempt. I knew if I died, I'd lose the key and need to go back for it, and then have to pray, again, that I didn't run into a monster between the key and the stairs, because, you know, it had gotten bad enough that I would only die again. So, like any good gamer, I saved my game. No problem. Then I encountered a fight. Naturally, I died and went back to the beginning of the level, without the key. Again, no problem - I'd just saved! I hit quit to go re-load from my save point and . . . hitting quit automatically saved over my game. I was stuck where I was, going all the way back out for the key, and praying I could make it from there to the stairs without getting in a fight. Yikes!
So the feature I want is the ability to re-load from a save, without the same save I'm going back for getting auto-saved over. Maybe a re-load button? Or just, when you hit quit, a dialogue box saying Save? (YES) (NO). I could have picked no, and been fine.
There's my commentary on Everdelve for today. If it makes you feel better, I keep going back to play it because I'm genuinely having fun. Is a good game. Still running very smoothly too. No bugs.
So yeah, it's not just combat balance - it's the rate and type of difficulty increase. Also, even when I was still winning about half the fights, the frustrating thing was how all-or-nothing each fight was. If I was going to lose, it was a foregone conclusion from the first round. If I got the change to hit escape in those circumstances, I did, but usually my escapes failed anyway, and often I was killed by the monsters before I got another turn to even try running away. On the fights I was likely to win, the monsters didn't stand a chance. I think a more uncertain outcome would be nice, where I click the blast button and I'm like "comeoncomeoncomeon!" just hoping I'll get the vampire this round, because I know I can take the two scarabs once it's gone, as long as it can't hit me again (or whatever), and then I leave the fight victorious, with 10 hit points left and booking it for the nearest healing spring.
That brings to mind another feature I'd like to see added (and soon!). I had the key and was on my way to the stairs down. The key and stairs were a long way apart, and I'd been doing badly in most fights. I didn't trust my ability to make it to the stairs with the key AT ALL, much less on my first attempt. I knew if I died, I'd lose the key and need to go back for it, and then have to pray, again, that I didn't run into a monster between the key and the stairs, because, you know, it had gotten bad enough that I would only die again. So, like any good gamer, I saved my game. No problem. Then I encountered a fight. Naturally, I died and went back to the beginning of the level, without the key. Again, no problem - I'd just saved! I hit quit to go re-load from my save point and . . . hitting quit automatically saved over my game. I was stuck where I was, going all the way back out for the key, and praying I could make it from there to the stairs without getting in a fight. Yikes!
So the feature I want is the ability to re-load from a save, without the same save I'm going back for getting auto-saved over. Maybe a re-load button? Or just, when you hit quit, a dialogue box saying Save? (YES) (NO). I could have picked no, and been fine.
There's my commentary on Everdelve for today. If it makes you feel better, I keep going back to play it because I'm genuinely having fun. Is a good game. Still running very smoothly too. No bugs.
Here's a question. I haven't tried this yet. Can I go back upstairs to xp farm, and then come back down with more firepower? XP farming isn't my favorite pastime, but having the option would make the difficulty increase a little less frustrating. I wanted to check with you before I spent a lot of time at it though. I wasn't sure if the game's math meant the monsters got tougher in response to the character's level or the dungeon's depth. If character-level, I would be wasting my time, but if depth alone is what decides difficulty, farming should be perfectly effective, right?
I think I have some very good ideas that will provide better balance in combat. I just need time to put them in. I'll have lots of time soon enough, after my current contract expires. *shivers* You already know.
Making the autosaves, and saving in general, the player's option seems like a good feature to put in. I'll add that to my to-do list.
As for a "Go Up" button ... it's a good idea, but here's the thing. Currently the game doesn't remember anything about previous depths. When you go down the stairs, the depth you were on is discarded and forgotten, replaced with a newly generated maze. If I were to allow players to go back upstairs, either the game has to remember the maze at each visited depth (probably by adding each maze to the player's save data) so that the game remains consistent, or I have to generate a new maze for that depth and provide some sort of explanation to the player as to why the maze has shifted from what they remember. I suppose a third option would be to only retain the last 5 (or so) depths worth of mazes and just not allow the player to go any further up than that (sealed doors, collapsed ceiling, etc.). In any case, it's fairly involved. The ability to go back upstairs is a good one, but I'll have to carefully consider the best way to do it.
*hugs* So glad you're having fun.
Making the autosaves, and saving in general, the player's option seems like a good feature to put in. I'll add that to my to-do list.
As for a "Go Up" button ... it's a good idea, but here's the thing. Currently the game doesn't remember anything about previous depths. When you go down the stairs, the depth you were on is discarded and forgotten, replaced with a newly generated maze. If I were to allow players to go back upstairs, either the game has to remember the maze at each visited depth (probably by adding each maze to the player's save data) so that the game remains consistent, or I have to generate a new maze for that depth and provide some sort of explanation to the player as to why the maze has shifted from what they remember. I suppose a third option would be to only retain the last 5 (or so) depths worth of mazes and just not allow the player to go any further up than that (sealed doors, collapsed ceiling, etc.). In any case, it's fairly involved. The ability to go back upstairs is a good one, but I'll have to carefully consider the best way to do it.
*hugs* So glad you're having fun.
*hugs back* me too! I like fun.
Go up: Ah! I hadn't thought of that. Interesting. I like the idea of the level data being saved, but I imagine that comes with some serious complications (larger files saved on people's hard drives, and longer loading times every time someone re-loads, etc - am I right?)
Well, huh. I'll let you know if I think of anything useful. I'm glad the save option sounds like a good idea, at least.
Go up: Ah! I hadn't thought of that. Interesting. I like the idea of the level data being saved, but I imagine that comes with some serious complications (larger files saved on people's hard drives, and longer loading times every time someone re-loads, etc - am I right?)
Well, huh. I'll let you know if I think of anything useful. I'm glad the save option sounds like a good idea, at least.
Thanks! I've really enjoyed working on this little game so far. So long as people keep showing interest, I'll keep working on it. Who knows where it'll end up? Keyboard support is still being considered. Not planning on any yiffy stuff with this game though, LOL. Glad you liked it well enough without!
Well, holy crap. 10 health indeed. Yikes! A Featherkin mage is supposed to be fragile, sure, but 10 hp is just way too low. Good catch.
(( Fifteen minutes later ... ))
Okay, I've rebalanced the starting bonuses of all classes. The lowest health you can get now as a Featherkin mage (or archer) is 80 hp, which is sufficient to soak one hit from a level 1 rat. Featherkin mages are a bit better at evading attacks now as well, which should help considerably. A low health character will still have a difficult time at lower levels, but it shouldn't be next-to-impossible anymore. This will be made available during the next update.
(( Fifteen minutes later ... ))
Okay, I've rebalanced the starting bonuses of all classes. The lowest health you can get now as a Featherkin mage (or archer) is 80 hp, which is sufficient to soak one hit from a level 1 rat. Featherkin mages are a bit better at evading attacks now as well, which should help considerably. A low health character will still have a difficult time at lower levels, but it shouldn't be next-to-impossible anymore. This will be made available during the next update.
Comments