Hey Plane Escapee I just implemented the clam you asked for, I hope you will like it! You can meet him in the Dolmen Hamlet (work in progress)
I'm experimenting with something to make the game more dynamic: Adding “occasional events” (sort of random encounters) that are accessible on the map every X travel, and which allow you to have merchants, trainers or enemies appear just once in the land (ignorable).
Still, I am not sure it's a good idea, what do you think?
View attachment 59302
The icon on the map would be in a different place each time, with a distinct encounter, and most of the time, the icon is just not here
Example of encounter, traveling merchant:
View attachment 59303
Love it! Left version is definitely very close to what i had in mind!I tried to make something, but I don't even really know what a clam is or what it looks like (it translates to "palourde" in french). Nor, for that matter, where to place its eyes. Anyway, I hope it looks like what you wanted Plane Escapee !I really like the style and concept of this. Looking forward to see how it turns out.
What are the chances that I'll be able to have an anthropomorphic clam in full platemail in my party?
View attachment 58423
Great work, makes perfect sense for an armour trainer. Consider adding a southeast-asian slant to his speech patterns and maybe throw in something about an intense fear or dislike for lemons.Hey Plane Escapee I just implemented the clam you asked for, I hope you will like it! You can meet him in the Dolmen Hamlet (work in progress)
View attachment 58898
Heroes of the Seven Islands DEMO is out now!
https://store.steampowered.com/app/3346810/Heroes_of_the_Seven_Islands_Demo/
I'd be glad to get your feedback, either here or on the Steam page, whichever you prefer!
Oops yes, I forgot to update itchio.Is there a difference between steam and itch.io DEMOs?
Yes, thank you for this feedback. I feel the same, I have to think about it. Maybe every 5 levels, players could choose something that "changes" the combat mechanics a bit for a character (new default ability or something like this). Or maybe just add more variety in attacks. Or something else. Anyway, if combat start to be boring after one hour, I failed somewhereThis means that after a while fights start to feel increasingly repetitive, even more so if you have non-casters in your party as they have less options in combat.
Easy to fix, I will do this, thanks!During combat, the statistics screen doesn't show the tooltips explaining what each different stat does like the out of combat statistics screen.
Yes, I thought it was not important for the demo since there are few quests, but I have to implement it soon!The questlog doesn't have any option to filter quests that were completed or not
There are no differences between weapons at the beginning of the game as you noticed. There are differences after, based on the level (novice, expert, master) and the weapon you find around the way. But basic weapons are just "you'd better use the weapon you are trained for, otherwise you do no damage". Here is may explanation, but I am not sure it's a good mechanic though.There doesn't seem to have any apparent difference between each weapon type besides the restrictions for what items you can equip to be effective in combat, which is kind of underwhelming
Thank you, I fix it today!I noticed that the words "ministrel" and "bard" are used interchangeably, which isn't a big issue but it might possibly confuse some players
I will keep it as is I think, because I want players to really want to be expert before they actually can.Training skills to expert costs quite a bit early on.
Maybe I should remove the reputation malus for stealing in flower pots then :DLockpicking makes your life a lot easier with that extra loot but reputation loss makes me feel bad about robbing NPCs. Checking out people's flower pots and other random things doesn't count as stealing, right? I don't like people saying mean things about me behind my back.
Yes I noticed that, and it's absurd. I don't know what I have to change but I have to change something!There is only one "ingredient" you need to gather in order to craft potions, skill determines what kind of potions can be crafted. Despite starting with Herbalism skill my assassin is too stupid to train it above novice, required INT investment is too massive.
I imagine two things: secret optional places that require meditation (not mandatory, so you don't NEED meditation, but if you have you can have extra content). And also, master totem will give a massive boost (something like: +1 novice, +3 expert, +7 master)The only benefit of meditation seems to be spiritual fullfilment and free stat boosts from totems, wonder if the max level of skill worth the investment?
Yes. I did not write all the spells currently, and as you noticed, some are useless for these Islands. In other hands, I like to show the levitation spell early to show that there will be a new game mechanic (visit the clouds and inaccessible places)Didn't get to try spells from air and fire schools. Too expensive and in retrospective status effect clear and fire protection spell wouldn't have been that useful on the first two islands anyway.
Same suggestion as SlightlyRadioactive so I definitively have to find a trick to fix this!!Agree about lack of evolving combat complexity though. A bit few more combat abilities and spells to play with would be nice addition, i think.
I am perfectly fine with how Alchemy works, useful skill and easy to understand/use.Yes I noticed that, and it's absurd. I don't know what I have to change but I have to change something!