Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - antipus

#1
Mage's Initiation Forum / Re: Stuck in the demo
April 02, 2013, 12:17:33 PM
In the actual game, there are quite a few other rooms that you can get to if you just put in the right code. But don't spend too much of your life trying combinations at random... Those rooms were removed (along with a lot of other stuff) to help keep the demo file reasonably small. =)
#2
Mage's Initiation Forum / Re: Combat
April 01, 2013, 06:07:21 PM
Morgan the combat engine engineer speaking!

I really appreciate the positive feedback, as well as the specific suggestions as to where we can improve. We've gotten a lot of feedback about the pacing and the difficulty of the combat, and will be trying out several suggestions. At this point, I'm not ready to throw in the towel on real-time combat, but we have already made some improvements to make it easier to navigate, with more coming down the pipe.

As for hand-to-hand combat, that's against the Mages' Code. =) No weapons allowed. We'll have to see about allowing punching or pushing once we get all the spells implemented and the enemies designed. That will need to be a balance issue. The number one priority is to make it fun, not punishing!
#3
Oooooh! Oooooh! That's a new one!

Thank you so much for the updates and the bug reports! We all really appreciate the extra mile you all go to send these to us!
#4
Thank you for catching that! We've seen other similar problems with being knocked down on top of dead enemies and then "stuck" where you stand. Did this happen when you got knocked down backwards?
#5
Thanks, all, for the fantastic feedback! We're working out the "loop 0" bug right now. Thanks for the reports, as well!

I suppose that something that we could have done much better was use combat more as a tutorial, explaining your different options and spells as the waves progress. The general idea was that the elevated archer can only be injured with the fireball spell, the next goblin (or wave of two) can be easily dispatched with a few well-placed (and well-timed) mines, and the final massive wave is a good chance to use the ring of fire together with the other two spells.

We will definitely work on the balancing the combat difficulty in the months ahead, and will most likely be including difficulty settings as well as allowing users to choose which keys do what based on their own personal preferences. What other suggestions would you give for ironing out the combat?
#6
We are working on the loop 0 bug as we speak. Thanks for sending in such detailed error reports! Keep 'em coming!
#7
Mage's Initiation Forum / Re: Thoughts on the demo
March 16, 2013, 10:45:31 AM
Thanks, all, for the fantastic feedback!

I suppose that something that we could have done much better was use combat more as a tutorial, explaining your different options and spells as the waves progress. The general idea was that the elevated archer can only be injured with the fireball spell, the next goblin (or wave of two) can be easily dispatched with a few well-placed (and well-timed) mines, and the final massive wave is a good chance to use the ring of fire together with the other two spells.

We will definitely work on the balancing the combat difficulty in the months ahead, and will most likely be including difficulty settings as well as allowing users to choose which keys do what based on their own personal preferences. What other suggestions would you give for ironing out the combat?