Ghostlore
Bayonnaise 4 Jul, 2023 @ 3:13pm
Please keep working on this game, devs.
This is probably the most unique and interesting ARPG I've played since Diablo2 - I absolutely love the skills+glyph boards, and the way they work. Not only that, but the setting and enemies are actually unique, which is SUCH a breath of fresh air too. Really makes playing it that much more interesting and enjoyable.

Honestly, it's incredible how much QOL stuff this game just gets done right.

Lowest hp minion health of that type displayed on the buff/counter.
Food/smithing pulling materials from the stashes and cube.
The way the cube works in general - items can be pulled inside of it, and they're still usable while they're in there.
Blessing rooms having a storage npc.
The way town is laid out, as well as the merchant/vendor being right next to the portal.
This is minor, but; the coins, and the way they're picked up - it's just so satisfying.

That, and other things I can't think of right now - they seem like they should be basic, but so many games just get them wrong. The minion health on buff display though is ingenious - it's the solution to the summoned pet problem every game has but hasn't solved.

That is all. I just wanted to show my support for this hidden gem, it definitely deserves it! <3

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As far as things I'd like to see:

(1 - UI) : The ability to disable damage text for my minions and/or myself.
(2 - UI) : The ability to disable health bar/targeting for my minions, because they get in the way a bunch when I'm trying to target an elite/see its health.
(3 - UI) : A way to auto-confirm/enter town, once you've see that towns said loading screen. I keep thinking that I'm waiting for it to finish loading, when instead I need to click 'continue'.
(4 - UI) : A way to mark/differentiate max-rolled glyphs on the ground - often when looking at dropped glyphs I'm largely hunting for maxxed ones, but I have to filter each and every glyph. That, or some way to mark a threshold (like Glyphs that rolled 50% or above, 75% or above, or maybe a variable percentage) for a glyph to have rolled.

(5 - game) : Skill slots also having randomized bonus effects like items - think like Glyphs (without the tetris/bonuses) that you could slot into your skill board.
(6 - game) : Rolling over breakable food objects destroys them, and allows you to pick up the food item [the way rolling over crates works].

(7 - UI) : White equipment items, versus basic Glyphs+consumables/food, should have a different color from eachother - making it much easier at a glance to sort out how much are basic items that I might consider picking up, versus things im practically always wanting to pick up. Perhaps it should be equipment+glyphs, and consumables+food as different colors; since that more accurately captures which ones I might sometimes want versus always. -- Yes, this is solved by the loot filter, so it's ultimately very minor; but I'm sure it might be nice for other players just getting into the game/who don't use the loot filter yet (like me). :shrug:

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Seriously, loving this game - it's absolutely fantastic. Also really enjoyable with a controller, it all just works so smoothly. [There may be a bug I need to report for upgrading/smithing while using a controller, still testing. Aside from that one thing though, no other problems].
Last edited by Bayonnaise; 5 Jul, 2023 @ 12:29am
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atatgames.steam  [developer] 4 Jul, 2023 @ 8:57pm 
Thanks! We are taking a break right now after the big launch, but when we've recovered we'll get back to it :)
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