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Thanks for the additional bug reports and ideas! I agree hybrid mana spells would be interesting. Generic mana spells are difficult because then there'd need to be an interface for choosing which mana a spell does consume. I think that would unnecessarily slow down the game. Soul menrchant of some sort would be a neat supernatural location, though.
Oh wow! Never thought to do that! Thanks for the report. I'll see if I can get that bug fixed. I agree, adding more worlds would definitely be the next step for more content.
Yup, adding "Strength" to the main character is currently broken. The intent was for that spell to only be useful on allies since you don't use strength to cast spells. I think I will special case this so that strength does not have any affect on the damage output of the main character. Growth will still be useful on them for block, but the strength benefit will solely benefit allies. Thanks for the bug report!
Glad you like it! I will look into when the Bash damage display updates, very likely is behind the times. You are not supposed to be able to buy 2 Fire Whips, that should be an easy bug to fix. But it shouldn't harm your game. In fact, having 2 is probably a big advantage!
I'm not currently planning on it. At present, the game relies a great deal on mouse-over for information. I'm not sure how to get that same info across through a touch interface
Yes, you are right. I think that bug also may come up from multiple plays with less then 8 artifacts (I think there may be something I'm not clearing between plays. Thanks for the bug report! I will look into it this weekend.
I've been programming games professionally for 4 years and doing hobby games for a few years before that (you can check out an earlier game I posted here 4 years ago here: Indiedb.com). There is Only Power took about 2 years of work (as a side project). Most of that time was mechanics iteration because it's tough to predict what'll be fun before you start making it. I do most of my work in Unity and program in C# primarily.
If you have a programming background, Unity is a great engine to start learning game development. If you don't, check out Game Maker. Many people who weren't programmers before have made excellent games in Game Maker (including the first version of Spelunky). Feel free to message or email me if you have any other questions.
Very glad you like it!
I think this will be the almost final release. I'd like to fix bugs and maybe make a few changes to help clarify some things people are getting confused on (though I think adding a save feature is too ambitious at this point, sorry). I'm proud of this game, but I'd rather spend time making more games like it and I'm not sure if there's much more room to expand this without its already delicate balance spinning out of orbit. Thanks for the encouragement though, it's greatly appreciated!
Thanks for the feedback. I can try getting in an easier difficulty if you think that'd be more fun.
I used the Unity engine and wrote my own 2D code to display it. I figured if I had time later to clean up my code, I may try and make it open-source, so I wanted all of the code to be open-source or written by me so I could.
I'm the developer on Through (http://www.indiedb.com/games/through). It's a roguelike on IndieDB that uses the Oryx tileset (which I can tell Epilogue does not use, but it looks like the art might have been a bit inspired by it).
I figured since we were working on games in the same genre with similar art styles hosted on the same website, I should say hi!
I played a bit of your game this morning for the first time and thought it was a lot of fun. I dig how diverse the roguelike genre is getting. Despite how surface-level similar our games appear, they play and feel radically different. Yours feels maximalist, almost simulationist, in how it handles representing characters, enemies, even time. Mine is endeavoring for getting as much as I can out of as few elements as possible. I was hoping it would feel like a board game. I've been adding and subtracting features for the last two years now, but I think the overall complexity of the game has stayed somewhat consistent. Epilogue also feels like it has a pretty defined world and mythology, whereas I wanted Through to be a paper thin cliche to keep the focus off the world and characters.
Anyway, just wanted to say hi and express my appreciation for what you're doing. I intend to buy it and give it a few more plays soon. Good luck with future patches.
Through 2.3 is now up for authorization. Should be available soon!
This looks fantastic, can't wait to play it!
You posted some great feedback on the Windows downloadable that convinced me to do a hot fix (for the fire trap wand and a minor witch nerf). You might not be able to see those comments since the hot fix is currently awaiting authorization and I have no idea what that looks like to people who are not me.
Hi Ersan, I think a lot of these suggestions are sound and I'll try and address them going forward. I just did a hotfix to address the more egregious ones.
Power Scrolls now scale based on player LEVEL rather than an attribute. The goal is to force the decision to whether to wait late in the game for a higher benefit or consume immediately, but there are too many factors that affect the players attributes that make it heavily abusable. Thanks for pointing that out.
Also now if a witch alchemizes with an elite item, the elite item will ALWAYS be consumed (if one of the items survives, it's always the non-elite item). Your concerns about the power growth of witches are totally valid and something I'll try and address more in a later patch. I'm thinking something with magic resistance on certain mid and late game enemies to make them more dangerous right now.
Finally, I fixed the fire trap wand effect to be deleted on floor ends. Tell me if you still think it's overpowered. The negative of it is supposed to be that it also hurts the player, the benefit is that it lasts for as long as you're on the floor.
These changes are already in affect in the webversion and I'll put them into the windows and mac version shortly (but it usually takes a day or two for the download approval process).
This bug should now be fixed. Please comment here or message me if you're still having problems.
WARNING! There's a game breaking bug that generates infinity XP in the windows version when fighting elite enemies!!! I will try and get it fixed later today. In the mean time, please play the web version instead! Sorry about that.
Thanks ersan! I really appreciate the in depth feedback. I accidentally left in the starting food, but it will definitely be removed in the next patch. I agree with you that melee builds need to be more viable in the mid to late game. Powerful late weapon drops is a good idea, but I worry about putting in something like that that requires a lucky drop. I'll see what I can come up with. If you have any more suggestions or thoughts, please post them here or email me (email@example.com).
Yeah, the first version of Realm of the Mad God was made during the Assemblee Pt. 2 competition over at Tigsource.com. Oryx released this open source art set as part of the Assemblee Pt. 1 competition. There's a bunch of games that are using it or some variant of it.
My bad, I didn't actually check and just assumed there was a Linux version. That stinks. Part of why I went Unity was to make the game accessible on more systems.
It just worked for me. I looked up what could cause that and it says it can happen if the file gets corrupted while you're downloading it (like if a packet got lost). If that's the case, you could try downloading again. You can do this by holding shift and clicking your refresh button.
I found some suggestions on how to use drop box to host which may be more reliable. I will look into doing that when I have time. In the meantime, I hope the hard refresh works for you!
Yeah, sorry, that's a bug in the downloadable version. Happens whenever you run out of arrows. I fixed it in the web version and will patch it into the .exe soon.
The item in the corner is a bug that I haven't been able to track down. It's been happening for a long time, but I'm not sure what the root cause is.
I did build the game with a mouse centric control scheme because that's how I play it. I'll try focusing on keyboard input in a later patch (seems like it would be better for netbooks and players on the go).
Beginner difficulty is intended to be exceptionally easy, allowing people to learn the mechanics in a safe-ish environment. My hope was that people would beat it with minimal item use. I do suggest trying the next difficulty up if you thought it was too easy. Tough is a big step up in difficulty level. If you get a chance to play a higher difficulty, I'd love to hear what you think.
Not much of a web guy so I'm not sure what the best solution is (though I'd prefer to not spend more money if possible). For me, the download is about 10-15 seconds so it may be on your end (the whole file is about 20 megs). Once you get it, though, your browser should cache it for subsequent visits so it should be faster later.
Okay, just fixed this bug in the web version. The executable will have the fix when the next build comes out.
Dang! A friend reported that bug but I couldn't reproduce it so I of course figured he was crazy. I'll see if I can figure out what's happening. Thanks for the heads up.
Hack, Slash, Loot and Through as well as Realm of the Mad God all drew from the same art set, so I can understand the confusion. It's some open source art made by Oryx for the Assemblee Pt. 1 competition over at Tigsource.
Whoops! Guess this image didn't need authorization! The download and news report about the new version are in authorization now so hopefully people can be playing it soon :).
Oh hey I didn't know people could comment here! Sorry I missed this before. Basically what happened was I got promoted at work and Through fell by the wayside, then things went dire at work and I've decided since then to port Through to the Unity engine because I was really unhappy with how nasty my personal engine got. The Unity version will hopefully be finished in about 2-3 weeks, then I'll probably do a series of gameplay patches on that and an open-source release. Then I guess we'll see.
Halfway through the next patch I got into another game idea. Been distracted by that and work, but I plan to finish off at least one more substantive patch when I get the time to do it.