All of my suggestions in one place :>
  • Here we go.

    1. As I mentioned on 64d, leaving the area often makes you accidently instantly click something on the world map. Either make some transition (or just fix stuff based on "button clicked" because it checks instantly whenever you change rooms) or make the player confirm his choice of entering areas (that's kind of silly, though)

    2. The sandworm's a bitch, yeah. Maybe make the weapon shop usable before him? I kind of like the boss itself, it's j'ss hard.

    3. Aliterative names for bosses, too? Eg. Big Blob, Envious Ent, Scruffy Sandworm, etc.

    4. Rogue shooting arrows at nearest enemies feels weird. I'd suggest making him shoot arows towards the cursor but make them mana-cheaper (maybe with a minimum degree of aiming if the enemy is close to the cursor), while making wizard's projectiles homing.

    5. Make the adventurer unanimated depending on rotation. So he'll just look like an @ swinging a weapon around. :)))
  • 1 yeah transitions will be made sometime in the future
    2 a lot of people complain about him, I like how he hunts you instead of the other way round, but I'll look into it
    3 no. later bosses have cooler names tho, like monster bird plant
    4 hmmmmmm I'll look into it
    5 good idea!
  • Alright :) Yeah, like I said, I do like the sandworm. He's just hard. Another way of going around it would be to throw in a new area between the cave and the desert.

    One more idea: How about one or two perks that are class-specific? As in, they improve your special skill. But you can only buy them and they only affect you if you're the right class. If you change classes, they no longer work, but they do if you switch back. Or is that too silly?
  • class changing probably won't be in the game except with a perk

    and class specific perks will be too much work
    maybe class specific weapons: bone staff etc. for necromancer
  • if global.class_perk[5]=1 {}; else {}

    Yeah, a shitload of work ;)

    I'd say you should allow class switching, but at a price. Some bosses are easier or harder to beat depending on your class, so letting the player change his class and try a new strategy is cooler than forcing him to grind levels.
  • I think changing classes would actually ruin it, I mean what's the point of leveling up your character if you can just change it too beat the boss? I'm sure different bosses will be harder for different characters, so it would even itself out in the long run :)
  • keep the rogue as is except it shoots towards the enemy closest to the mouse if i'm not mistaken? i think it would be better to shoot to the nearest enemy to the player.

    i love running round spamming arrows, but hate aiming (laptop mouse)
  • If I may, can I suggest a class?

    Super Ninja Hunter:
    Right Click Ability - Grapple Spear (Shoots a grapple spear, that impales all enemies in it's path, then when the grapple spear hits a wall, the player is propelled towards the point where the spear hits)
  • There needs to be a save game function, or at least a way to pause :(
  • beam: f1 would work for now
  • Nifty little game you have going on here. It's pretty awesome.

    I don't really know game maker too well, so I'm not sure how applicable these will be, but I have a few class suggestions.

    -Bomber, who can toss grenades and/or lay proximity mines.
    -Bard, who can make sing to power up other players (if there's going to be multiplayer)
    -Blood Knight, who can sap HP from foes.
    -Monk, who's only weapon is his short range punching, but is a very fast attacker and can take lot of hits.

    Also some other suggestions.

    -Adventurer's ability could be a speed up, or a dash.
    -Extra ability with the mouse wheel button, or selectable via mouse wheel scrolling or # keys.
    -Abilities/skills specific to equipped weapon.
    -Weapon drops from enemies.
    -Armors an accessories.
    -Class with a built in map ability.
    -Combo counter. (Like in a fighting game) Maybe get bonuses with higher combos.
    -Action key, to interact with stuff.

    Lastly, music. If you're looking for some original tunes to go with this game, I and a guy I know can provide. In my opinion, music can really make a game much livelier.


    Keep up the awesomeness.
  • Best Class Suggestion: Pacifist on Stilts
  • Level suggestions!

    -A place with tiles that damage the player.
    -Factory (robot enemies and stuff)
    -Evil Castle
    -Sky World

    Also, maybe an endless arena level where enemies just keep coming!
  • For the new version:

    1. The new mage balls feel a bit weird. And I still want manual aim for archer >:( Currently you can just grind XP by launching some early level, heading to the boss, and pressing right to kill any enemy without even looking.

    2. As I said, healing doesn't get you to "extra" HP if you took an HP-increasing perk.

    3. Swordlicker either doesn't work, or it's chance of working is horribly low.

    4. Are barbarians supposed to be able to use weapon enlargment multiple times?

    [img]http://img709.imageshack.us/img709/2699/rofl.gif[/img]

    THIS IS MAH SPEAR!!!1

    5. Boss healthbars for later bosses (plant, dragon) extend beyond the screen, which is kind of stupid.

    6. Yeti is too easy. More HP?

    7. The mounts are a bitch to find. I was thinking, maybe add the ability to find more mounts with animal lover? Or increase chances of finding mounts but only show them on the map if you have animal lover? Or would that make the perk too complex (2 things at once)?

    8. Don't make mounts killable :( They're hard enough to find. "Oh hey! It's my pony zebra! Let's... oh crap. Sorry!"

    9. Finishing a level/boss should give you some money/xp. It's a quest for glorious money, amirite?

    10. Maybe skeletons shouldn't be able to attack potions and boss-dropped chest that takes you to another level.
  • Oh, btw. "Omnivorous ocean" is a weird name... maybe "Oppressive ocean"? Then again, "omnivorous" sounds pretty cool too.
  • I like Odious Ocean. Odious means evil.
  • I WOULD like the ocean if it had anything in it.
  • @Cesque

    1: They were always like this. I love them. Archer will remain this way because manual aiming would be just as easy.

    2: Really? I'll look into it.

    3: Chance is too low --> depends on enemy max hp.

    4: YES hahahahahahahaaaaaa

    5: It's on the list.

    6: Really? I think the difficulty of the area makes up for that.

    7: I'll into it.

    8: mwahaha I like it this way.

    9: It does!

    10: They are skeletons, it is what they do.
  • Manual aiming would take some *aiming*, currently you just go click click click :/
  • and it feels GOOD ahhh
  • Yeah, autoaiming in this is good. I think there could maybe be a couple of other references to money things though, atm it is just chests that are rare. Maybe there could be a super pot of gold, like how there is mana fountains and hp fountains, you could have money pots that give you a lot of money all at once.
  • ... like a chest?
  • You're right about the area's difficulty making up for the Yeti's easiness. That level's quite challenging.
  • give archer manual aiming or im not playing your game let alone giving u needback u pretentious fag >:(
  • ranger autoaim is win. it makes it a playable character in comparison to paladin and necromancer. those classes(+mage) are all fine but the others (except moob) need to be more pawahphull. they just don't MAKE THE CUT YA KNOW?
  • Jeez Cesque, it really isn't that big of a deal. If you want to aim, just be a mage. I personally like auto aim, since you can just rapidly click and get rid of your enemies.
  • global.autoaim=wins*9999999999999

    Nuff said.

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