Congratulations on the new World Record High Score!
No special thanks to Alightsoul and SOPHIE?
NmaGane has asked me to ask the board:
Any suggestions for mobs and or gems?
Map themes welcome as well!
For example, I know the northern Troll Forrest has been promised.
You would have the troll mother and her cubs. Troll hunter and or thief.
The boss would likely be a shaman of sorts, cooking up a big brew in his cauldron. Perhaps as he drinks of his brew, he would call on various animals of the forrest to aid him.
What secrets lay in the desert? Arabian raiders and merchants, scorpions and snakes. Alligators. And the boss? A rogue genie.
Yeah just sdo the mystical lands stuff it's easy to come up.witn generic gems and whatnot off of that
Lava place has red, black, orange, yellow jewels, blue magic keeps the lava at bay and is your first gem acquired from somewhere else or some dumb stuff. Magma monsters, fire bats, sludge lumps, boss is some thing at the heart of the lava corrupting it
Common videogame approach but it works here
Seems like structuring around dichotomies to lean into counters and immunities makes sense with the game but I have not played a build in a minute.
masterpiece
the sentinel was too strong
I'm going to be cruel to be kind. I personally think there has been some suboptimal design decisions. The facts that you can match enemies off the board OR fight them is pretty pointless.
Player choice is good. The riskier/time intensive choice can give more benefit or something
If there isn't an impetus to like moving quicker maybe there should be. Maybe a point bonus would be enough
I do agree that the game is "overwhelming" at first, but I think it is pretty rewarding to nuke enemies off the board rather than fighting them.
The UI/UX is just not very good at the moment. Very unintuitive.
UX/UI lmao
Thanks
Had a good talk with @31.214.227.13-10350 regarding UI clutter and game difficulty.
Will return with updates.
As discussed in the original post, I feel like the gameplay itself has a lot of things to polish out regarding dungeon incentives/objectives.
But UX Design is definitely a weakness on my end.