I found the gatekeeper not exactly weak (far from it, really), but very tricky to use because of long charge-ups and enemies quickly running away from the impact zone. Some way to expedite spellcasting slightly through, say, an expensive ability or a rare consumable would be nice. A small nitpick, but I felt there generally was a lack of high-level single-target spells - for one of my casters I even went back to picking scholar as a secondary class late in the game.
Next game I am planning a slight tweak to the timing system - I'll be moving the enemy party 15 tics back at the start of combat. That should make planning cast times more consistent, as well as fixing the paradox where being slower than the enemy actually makes it way easier to land slow spells.
And yeah, there's a regrettable dearth of strong single-target spells. I'll add some where I can. No shame in picking Scholar though, Scholar abilities are actually very good.
In other nitpicks, I wouldn't mind "look at" command implemented somewhat more conveniently e.g. as a right-click or something. And it's probably better to deliver lore through lorebooks, as you do late in game, than through looking at - it doesn't really explain how your characters know about all those extradimensional creatures and objects.
There is the L key, and you can rebind it - I can't remember if I let you rebind it to right-click though.
The journal info is sort of non-diegetic, I guess. I definitely want to add more lorebooks where I can fit them.
Of real criticisms I have two. First, as I've already posted above, the environmental puzzles are just too easy (not the secrets, but those that allow to avoid combat or just are required to pass through), throwing in some Dungeon Master-like (or at least Grimrock-like) evil brainteasers would be really great.
I agree, the puzzles were pretty wimpy. There is one more intricate puzzle in an optional area, but it can be easily brute-forced.
And second, it would really be cool if the party could keep a formation while out of combat.
Good idea! I'll give that a try, especially with the increased party size I'm planning.
I'm not sure it would really take that much effort. If you don't set an unrealistic goal, just preparing the campaign and throwing an update every 4-5 days should be enough IMO - after all, you already have a great game under your belt, it should attract a lot of goodwill on its own.
You'd think so, but my game is basically invisible to the press : P Hopefully I shouldn't need the funding anyway. If I do, though, I'll definitely be trying a Kickstarter rather than giving up.
It's just my subjective opinion:
Scout. I'm still using warrior and scholar as secondary classes, but scout just doesn't seem to be good at anything. Other classes just do what he does, but so much better.
Unmaker. I'm yet to fight any undead, so maybe that's why I don't find much use for him.
Passives of enchanter would be way more useful, if there were more spellcasters to fight in the game.
Shiftcloak also doesn't seem to have skills fitting my playstyle.
I'm mostly agreed. Scout feels weak, although Trip Up can be amazing with a ranged weapon.
Unmaker can be pretty strong if you tailor your equipment to it. It's in an okay place.
Counter Enchant is not a great ability... unless you plan on hitting your own units with magic. Essence Flow is one of the best passives in the game though.
And yeah, Shiftcloak has potential, but needs tuning. It'll definitely see some tweaking next game.
On the other hand, I love blade, balancer, sage... and most of the rest are really useful.
Mechanist is great class.You have to pay even more attention to positioning to fully use his skills. I didn't use walls ability all that often, my sage has similar one.
Also, Unlocking classes and abilities is little too fast for my taste. I'm maybe halfway through and I unlocked all except two of them.
I think Balancer is my favorite : )
Glad to hear you're enjoying Mechanist. I hope I didn't over- or under-power it.
On the side note, did you created ENTIRE game yourself, including music? It's nice, especially main theme. I'm even humming it sometimes
Oh, I have no musical talent whatsoever : P
A ton of it was by
Kevin Phetsomphou, who generously allowed me to use his music. The rest was Creative Commons aside from a track or two.
I like how classes and class unlocking are built. What is cool is to build the good combinations between skills/passive skills/stat upgrades for each of your characters.
All classes are useful by the only fact that you'll have to temporary use most of them or find some appealing skill/passive skill/stat upgrade.
Thanks! I think they turned out about right. You should be able to take any class through the whole game and perform well.