Thank you all for your feedback and for playing the game. I think this is the best reception I've had on a LDJam game so far, so thank you again for that. I've also had a couple of friends try it and some of the feedback were the same so I'm going to fix those shortly and make a additional Post-jam version if you are interested.
The things I will mostly target : - The Guardian angel (Max mana < Mana cost -_-') - Fix the guild "empty slot" when you don't have these slot yet - Display the bars values (HP and Mana) - Disable the quit button in WebGL - Show the dungeon progression, some people didn't get that there was an end to the game.
Now for some personalize responses :
@david-york : Thank you for the comment about the art style, I'm really not an artits, so this is *really* huge for me. I tried a new technique I haven't tried before for the locations backgrounds. I'm quite happy with the result and the time it takes to make them. For anyone interested in how I did this, hit me up.
@tylerstraub : At first I thought pausing the game while running away would be wrong because, while you run your party is still getting demolished. But after reading your comment I figure it could just double as a pause button. Thank you for the idea.
@spadekhemoglobiny : Truth be told I attempted another game idea before this one, so I started on this about 19 hours in. But I can't believe the amount of stuff I got done. I'm still trying to figure out what went right so that every jam can be like that from now on.
@blockerz : I haven't used any particular method, just tweeked the values around until it felt right. And for items prices I just picked prices exponentially because the amount of rewards you get as you get more powerful are exponential. And thats why I made the rewards in the dungeon grow linearly. I added a Theme section in the description above for you, if you're curious.
and finally @antti-haavikko : DUUUUUDE You finished it !!! Now I know it can be done :) I can't thank you enough for your comment and story of your experience, it mad me tear up :') . You probably know my game balance more than me. About aggro : I acutally started with it. Each character has an aggro stat that determine which would get targeted by the opposing team. Your party actually still uses that stat to choose which enemy to focus. But what happened is that your tank would be the only one taking damage, thus you never needed to change target, which made it really boring. Now one thing I was thinking about doing is add a spell to the tank that would pull aggro for a certain duration, but didn't have time for that.
Again thank you all for playing, I'm on my way to try all your games now ! See you in a bit.