- Jul 30, 2017
- 674
- 583
Ok played it some more and discovered exp is kept but only way to spend points is either after defeat, or when last monster is slain.
So here's my take so far:
When you loose first time, you think it's game over and might quit because not knowing exp is kept and can be spend before "Next Adventure", might wanna add that info in start guide
Intelligence doesn't do anything for Magic, got 6 points and she still do only 5 damage and reg. +1 mana at each normal attack.
It does increase exp gains though, by 1 point for each added to each win. Slime win grants me 11 exp, goblins 12 I think it is.
So either fix the magic to follow the info, or change the info to only explain exp gains?
Fixing the magic would be better for those who wanna play a magic chick
It's am interesting mini game, and glad I tried it some more after understanding it's autobattle and dicovering lost battles doesnt mean lost exp.
It is however a little anoying we can only spend lvl points after defeat, or after last monster is slain, won't spoil what it is for those who haven't gotten that far yet
Maybe put in a function to check exp/lvl between fights? Like esc button or something?
Final suggestion would be to add a gallery for all the scenes reached, so we have something to enjoy after training her too much to loose
The rest/heal is total rng, you can have 3 of them in a row, which isnt needed, or you can have a full adventure run without any of them.. and early on they would be needed to have a chance against the stronger foes.
For new players:
The monster types comes in 3, as in 3 slime battles, 3 goblin pack battles, 3 of the next foe (no spoilers *wink wink* and finally the end monster, that only has 1 battle.
Exp gain increase for each monster type, as in.. if Slime gives you 3 exp, then Goblins gives 4 for a win, this increase by 1 point for every Intelligence you train. End Monster gives the most if you win.
It's the same battle/monster cycle so after a while it becomes boring, hopefully future work will add new foes and scenes to this mini game gem
So here's my take so far:
When you loose first time, you think it's game over and might quit because not knowing exp is kept and can be spend before "Next Adventure", might wanna add that info in start guide
Intelligence doesn't do anything for Magic, got 6 points and she still do only 5 damage and reg. +1 mana at each normal attack.
It does increase exp gains though, by 1 point for each added to each win. Slime win grants me 11 exp, goblins 12 I think it is.
So either fix the magic to follow the info, or change the info to only explain exp gains?
Fixing the magic would be better for those who wanna play a magic chick
It's am interesting mini game, and glad I tried it some more after understanding it's autobattle and dicovering lost battles doesnt mean lost exp.
It is however a little anoying we can only spend lvl points after defeat, or after last monster is slain, won't spoil what it is for those who haven't gotten that far yet
Maybe put in a function to check exp/lvl between fights? Like esc button or something?
Final suggestion would be to add a gallery for all the scenes reached, so we have something to enjoy after training her too much to loose
The rest/heal is total rng, you can have 3 of them in a row, which isnt needed, or you can have a full adventure run without any of them.. and early on they would be needed to have a chance against the stronger foes.
For new players:
The monster types comes in 3, as in 3 slime battles, 3 goblin pack battles, 3 of the next foe (no spoilers *wink wink* and finally the end monster, that only has 1 battle.
Exp gain increase for each monster type, as in.. if Slime gives you 3 exp, then Goblins gives 4 for a win, this increase by 1 point for every Intelligence you train. End Monster gives the most if you win.
It's the same battle/monster cycle so after a while it becomes boring, hopefully future work will add new foes and scenes to this mini game gem