Comments

Log in with itch.io to leave a comment.

Viewing most recent comments 41 to 58 of 58 · Previous page · First page
(+2)

(:

(+2)

This was a very fun game. I can't wait to see the full version! ♥

I've come across what I think is a bug?

One of my floors has an adventurer assigned but no one has arrived. I sat watching it for a while, and all the other floors have a cycle of people arriving (and dying lol) but that floor is stuck.

Feedback:

I have a question about how to understand what provides the gold and souls per minute stats of each floor? I don't know how to maximise what I'm getting out of a floor other than the synergies of the monsters and traps being able to kill them more effectively. What's my incentive to put higher level rewards in the treasure rooms?

I like this concept though! Just maybe could do with a guide or tutorial or something?



(1 edit) (+2)(-1)

are you playing in browser or the latest version 0.1.1?  I fixed a few bugs that caused adventurers to get stuck. I’ll do some testing to see if there are more ways this happens

 Coins are gained when adventures die and drop it. The amount is based on the level of the adventurer. The sewer grate trap also provides gold if they fail a skill check. This all contributes to the coin gaining rate

incentives For higher level rewards are larger party sizes (kill more adventurers) and they drop more gold because the higher tiers attract higher level adventurers

There will be a bit more guidance in the future that is planned, but I’m working hard to make this all clear without walls of tutorial text.

thank you for checking it out!! 

edit: oh and the souls rate accounts for spending souls to summon monsters on that floor, so if you are positive that’s good!

On browser, yeah. In fact I've reloaded the page and game to see if it solved it but it didn't. Eventually it seems like all the adventurers are now just hovering around the tables, never moving.

That one adventurer's face and health are still on that floor, too.

Anything you want me to try? I could try deleting the rooms on that floor or something? Seeing as I'll have to restart the game anyway at this point, I'm happy to give anything a go.

(2 edits) (-2)

deleting the treasure and replacing it will probably fix the issue in the meantime, but I'll work out something permanant

(+1)

Has anyone done any tests on synergy/ what monsters/traps are most effective against the different kinds of dungeon-goers?

(+2)(-1)

I haven't done extensive testing, but I've been basing my play on the fact that D&D is an obvious inspiration, so - 


Clerics have high Wisdom and probably low Dex. They're going to be able to heal themselves and may be better against Undead. 

Wizards are going to have a high Int and be good at bursting down enemies, but their health is going to suck and their Str is probably comical. 

Rogues are likely to have high Dex and moderate Int, Barbarians will have high Strength and Constitution, as will Fighters. Rangers probably have Good Dex and Wisdom. 

(+4)

Very interesting demo, here's some thoughts that didn't go into the feedback survey: 

I need some kind of way to tell what classes do what, and the stats of those characters, so I can better counter them. I also would like a little more detail on the progress of my rooms; I never really knew why any room was gaining money or souls over the other, or what made a floor successful.


 Will definitely be checking back to see how this game progresses.

Fun demo and looking forward to the full game. Any chance the game will have an option to be a "vertical desktop accessory", similar to idler games like Fishing the Abyss?

(+1)

Your reddit ads should point to your steam page so you can start gathering wishlist more effectively. Love the game and the concept, great work. 

(+1)

Loved it, fun concept, with smooth performance. Iron Golem is absolutely unbeatable hahaha. 

(+1)

Really liking this! I did experience a bug where one floor is stuck with a level 1 adventurer who wanders around the tavern and never goes inside, preventing anyone else from using it. Luckily it's floor 1 so it's not costing me much by having it broken.

(+3)

Overall, loved it. Some feedback:

- No way to sell/remove deprecated monsters and traps means the window slowly fills up until you can no longer confirm choices, effectively softlocking you.

- Since monsters cost resources and traps don't, it's often less effective to try to synergize trap - monster layouts. Instead, all the traps up front and the monsters to clean up is most efficient, since any monster who dies killing an adventurer is net 0 profit for you. Monster types that don't cost souls or refund souls in some way, trap types that cost resources, or even a way for a monster to retreat from battle, saving resources, could alleviate that.

- Poison and Bleed are such dominant strategies that there's often little point bothering with anything else. Just 1-2 Iron Lungs up front, 1-2 Laser Grids next, and then 1-2 high level monsters beats any party. The game is most fun when trying to concoct interesting synergies between traps and monsters, e.g. placing spiders adjacent to your best traps or stacking bleed before a fight with a vampire. Maybe Poison and Bleed could be nerfed, but more monsters which synergize with these effects?

- Ale sales accounted for more than half of my money for most of the game and there isn't much to spend souls on. More currencies, more unique currencies for higher level adventurers and upgrades, could help pivot the player away from the early-game inn stage.

Really looking forward to seeing this one develop!

(+1)

Yeah, the idea is really fun.

Only thing is, balance feels a bit wonky right now.

I think early floors should probably be more limited in monster and trap rarity, and the stronger or nastier stuff should come later as you go deeper. Right now it feels like you can get some really busted things way too early. Stuff like Laser Grid and Iron Lung already feels super strong, and if you add spiders on top of that it just feels kind of hopeless for the adventurers.

The soul thing also feels a little weird at the moment. Monster rooms almost feel like they punish you for using them. Maybe traps could cost gold per trigger or monster rooms just shouldn’t cost souls, because right now it feels easier and stronger to just spam traps.

Also, anything that does flat damage and throws on a debuff like bleed or poison feels way better than basically everything else. Those traps just seem to do too much.

For example my level 10 floor:

 I’ve only seen one guy even reach the golem, and he had like 6 HP left and just died from debuffs right after anyway.

All in all keep the work up, i am stoked to see where this is going.


(+3)

Bought too many monsters😂 This page might need a scroll or pagination option

image.png

(1 edit) (+1)(-1)

It’s not Pokémon, bro chill lmao

I pinky promise I’ll get this fixed soon. 

(-1)

I have added the fabled scroll bars! 

/itch/minmaxwell/inn-over-your-head/devlog/1470270/bug-fixes-v011-upda...

(1 edit) (+2)(-1)

Hm. I think I bought too many traps/monsters and can no longer close the window. I can't place new traps either. I also can't close the sell  window. Probably too many items as well. It really needs to be a scrolling box. 

The balance is strange. It feels like you just want a ton of the higher level traps and some kind of monster that regenerates. The  traps are way too good because they don't require any souls to enable. The kobolds are kind of bad because they use so many souls. I like the synergies I think the game needs more of them.

Anyways it was fun. I look forward to future updates :)

(+1)(-1)

I added scroll bars in the latest build /itch/minmaxwell/inn-over-your-head/devlog/1470270/bug-fixes-v011-update-now-with-100-more-scroll-bar

thank you for reporting that

Awesome it's playable now. I hate being that guy but the sell tab for the merchant also needs one or is that just a temporary thing?

(+1)(-1)

yup I’ll get on that right now. Also you should be able to sell traps and monsters you don’t want anymore. 

I love when your that guy I forgot lmao!

(+2)

I liked it but its confusing how to optimize floors when I don't know what stats adventurers have. Feels like you have to luck into making a good floor

(-1)

Yeah unfortunately you have to rely on deep RPG lore right now. Mini character sheets are coming with adventurer stats, but right now adventurers roll for stats and put their highest roll in their "main" stat

Barbarians = STR

Cleric = WIS

Mage = INT

Ranger = DEX

Barbarian = CON

Bard = CHA

So if you place a treasure that attracts a bard for example you should place traps that don't check their charisma

hope this helps!

(+1)

Fun design. But the game pace is slow and increasingly slower.

(-1)

yeah I think that is due me cutting out some of the later game content because the quality wasn’t there yet. 

Stay tuned for future builds!

(+3)

This is really, really fun. Please keep developing this, I'm really impressed.

Thanks for playing. Full steam ahead on development. I have a lot of content planned

And thanks for your kind review! I'm glad you liked it

(+1)

Pretty fun. The learning curve is a bit rough though. I think there are too many useless traps early that require long routes. Eventually I got some kobold/kobold chieftain floors up and wow they're really good.

Thanks for giving it a try! 

Traps are severely neglected right now. There are too few and like you said have some balancing issues. Next content update will be a new area and more traps!

(+4)

This game is absolute FIRE. Never thought I could have endless fun on a demo

(+1)

Lol there is a lot more to come! I hope to see you back when I add more content

For sure dude!

(+4)

A little gameplay, a little critique ;)

(+1)

I watched the whole video. Very thoughtful critiques I think think the next content update fixes a couple of the things you brought up.

Next update will more strategic management options in the tavern

Thanks! you are the first to cover my game!

Viewing most recent comments 41 to 58 of 58 · Previous page · First page