Lightweight cleric is OP. Consider transferring some % of weight to her every time she uses her special to limit reset-spam. Currently you can easily cycle two characters back and forth on the weight elimination option and let the 3rd pile on the pounds, using the cleric to fuel her attacks. This takes the cleric completely out of the end of dungeon upgrade meta, leaving more available points for the others (alternating speed boosts for the two fast attackers and power for the heavy).
It would be nice to see the others characters have specials also, to add some strategy and differentiate their play a bit. Perhaps the tank could shield a character from new debuffs, or the mage could do an area attack at 1 damage.
On a more technical note I notice that click and drag isnât working on either Opera mobile or my Wacom tablet. Are you by chance polling the mouse directly rather than using some sort of more generic onclick event?
Iâve thought a little about this. I think it would be cool but making a overworld map sounds like a high-effort, low-impact art asset. I might make it part of the second patreon goal, the story one.
I like this visual stuff very much, I think it would be very fun. Not so sure about the change in enemy attack speed though.
I want to put in enemy scaling into the next set of level. Scaling them visually sounds really cool!!!
I think this is interesting. I have ideas for characters that are heal and buff only, and this would solve the problem of how to gain for them.
These are cool. The Priestess feels really unique right now, which I like, but making the others shine as well is good.
Ah you are correct!!! This is my first time really working with java, I was bound to make a mistake like this sooner or later. Thank you for pointing it out!
Keroro04 is correct, there will be a bunch more weight levels in the future!
I definitely donât want to be adding more modes right now, BUT I think this would make a really cool super attack!!! Charge up a meter and then get 10 seconds of unlimited attacks?!? It would spice up the pacing a bunch.
Me likey so far. A lot of meaty suggestions have already been brought up, so Iâll simply suggest some visual flair;
Have backdrops for specific floors. It doesnât have to be a unique background for every floor in the game, just a set of backgrounds that can fit the theme of the area (crystal caves, forests, boss rooms, etc).
Have each classâs attacks have specific animations. Specifically, have the targetâs square have a small animation respective to each move. Iâm thinking the following; the warriorâs shield slamming into the image, the rogueâs stilettos slashing across the image, the priestâs hands clapping the image super hard, and the witchâs lightning shocking the image. Hope that makes sense P:
For those higher weight levels, have the characters change poses. It doesnât have to be redrawing the character every time, just two poses for the higher levels; one where theyâre slightly more burdened by their fat, and another where theyâre physically struggling to handle all of their chunk. Might be too demanding, so feel free to ignore this is thatâs the case.
Other than that, the promise is off the charts. Anticipating the future!
If I was to pick a couple of things Iâd like to see in the game, one would be a clearer indicator of what enemy is with regards to the characterâs favourite food. The bacon door is obvious, but I didnât figure out that the one was a fruit and jelly salad until near the end.
In my playthrough, I refused to use the weight loss option. Had the sorc up to 1129, which I felt was kind of impressive. The otherâs were around the 300-600 mark.
Everything else has already been suggested by other people. Off to a great start, and Iâm looking forward to more.
So will actually eating the entire dungeon be a mechanic by the end of the game? I am guessing that by the endgame the characters will probably be big and fat enough to dwarf even the biggest food monsters, so theyâd probably be able to eat the dungeon floor by floor by then.
I like these, theyâll take some time to make but I want to get to them eventually!
When I get around to adding additional weight levels, I think Iâll do this.
Enemy food type is indicated by their background, but nobodyâs picking up on this so I think Iâll do something to make it more explicit. Its not helped by the fact that a lot of the enemy concepts ended up being really unclear!
Thatâs a bold strategy! Iâm wondering if there should be a secondary benefit to high weight, like increased power or something.
I really enjoyed what the game has to offer so far, but it can still be improved in many ways. It would definitely benefit from a more polished UI, as I didnât understand the leveling mechanics at first. And I would love to see some kind of a hub world where we could maybe equip the characters with different items/skills/passives.
Speaking of skills, as others mentioned, lightweight cleric is pretty powerful mostly because of her healing, so it would be nice for the other characters to have secondaries that benefit their teammates or themselves. Like, for instance, the warrior (not sure if thatâs the class, she has the sword and shield attacks), having something like âProtectionâ in which she stops all damage from affecting a character for a set time. Things like that.