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I cannot wait to return to this game. I'm delighted at the prospect of these additions and the 1.0 release!
This looks like a pixel-art version of everything I've ever wanted in a game. Downloading the demo now!
Oh, thank goodness.
I watched the video before reading the explanation and I thought that the dialog methods were a progression, with the last one being the 'final' version. The 2nd was easily the best implementation, and I'm relieved you chose it over the others. It felt very organic, and I'm glad you spent as much time as you did getting it 'just right.'
This may be the game that changes my mind about Tower Defense (which, incidentally, my wife ADORES, so even if this ends up not being my cup o' tea, I'll still be getting it for her).
Looks like you've added quite a bit of polish since the last time I assisted with testing. I recognize some of the levels based on their layouts, but there are noticeable improvements to the UI and the new campaign progress screens are excellent.
Hopefully the Steam release generates tons of interest. Your team has created a gem of a game!
Could I be more excited? Maybe. Would it be healthy? Probably not!
Loved the recent dev video where a semi-routine docking procedure turned into a nightmare of explosions, fires and the cold vacuum of space.
Remember: rocket launchers don't kill people. Well-intentioned soldiers with bad aim do!
This video made me tingle all over. The sensation hasn't diminished after ten minutes. Should I call a doctor now or give it a little while longer to recede?
Seriously, this was one of the most exciting videos I've seen this year. The possibilities! I have every confidence that Bannerlord will surpass the original Mount&Blade; in both quality and sales. (No small feat on the former, there, as it remains one of my favorite games of all time.)
Looking forward to future updates!
I'm getting some serious Severance: Blade of Darkness vibes here. Tracking!
How is it that a game this early in development is already more enjoyable than Towns, Gnomoria and virtually every other medieval/fantasy city-builder I've bought in the last several years?
Looking forward to future improvements!
This is excellent news and well-deserved. Looking forward to future updates!
Apologies, my tip was Windows-specific. I should have considered that before posting on a cross-platform game!
Alt+Enter is 'switch to fullscreen' in most games. I tried it in HoaBL yesterday and it worked for me. Since there's not a real benefit to it though, in performance or appearance, I'm playing in windowed mode.
Just played my first race.
That is all.
After approximately eight hours with the game yesterday, I am tempted to say that this is the best new title I've played in the last year, maybe longer. If it had been released in 2013, it would have been in my GOTY short-list. We'll see how the remainder of this year pans out--aside from a few games I've kickstarted/alpha-funded which may or may not be excellent (Chasm, Catacomb Kids, Magicite, Project Zomboid), I'll be surprised if anything topples it.
I've caught two spelling errors, and found that it's possible to rename a party memebr NULL and then not be able to ever get the rename dialog to work for that character again. Should I post these in the technical forums, or is there a more suitable place you'd prefer reports like these?
Thanks for making one of my new favorite games!
One of the things that bugged me for quite some time with Minecraft was a similar issue with left/right click functions. Each time I accidentally slaughtered an animal or dropped the contents of a bucket of lava in my wooden house I'd yell, 'Consistency of interface, Notch!' It seemed like it took forever, but Mojang finally addressed that particular problem (with the exception of bows/swords).
The only issue I see with our suggestions is that, not having played the current iteration of Claustrophobia, it's hard to recommend which one's best. I'm definitely a fan of left mouse button always doing one thing (MAYBE two), with right-mouse clicking doing (most) everything else. Or vice-versa, of course.
After Claustophobia's initial release I made an observation about items picked up off the ground becoming the cursor and needing to be placed in the inventory. This, by far, was the biggest inconvenience I remember, as very rarely would ground-loot be immediately useful as the cursor. Placing them into the inventory, I felt, should be automatic.
You mitigated this somewhat by adding a modifier key that shoved items straight into the inventory (actually, I think you explained that it was always there and you just told us what key to press), but I found that I did this for every item I ever picked up and thought that surely it should be the default behavior.
As long as I don't find myself skipping a turn accidentally, consuming something I did not mean to or moving when I intended to remain motionless, I trust that whatever input combinations you employ will be sufficient. Remappable keys certainly wouldn't be unwelcome.
May the blessing of Squish be upon you!
Wow, what a refreshingly honest post.
I personally enjoyed the game at release--which reminds me, it's been long enough now that I need to play it again and select a new 'victim.' That said, I agree that there were some aspects that could be improved over time or with a 2.0 release. Or a sequel.
Whatever you decide to do, continue taking pride in the fact that you've created something very unique and, I think, quite special.
Thanks the update! I'm especially appreciative and impressed by the candor, introspection and confidence on display. Though I've found Claustrophobia thoroughly engaging thus far, I'm excited by the direction you're taking and fully support your decision.
Your help addressing issues with the various bugs I've experienced and your receptiveness to suggestions are among my most positive interactions with a developer, ever. Keep up the always excellent work!
And if we don't use Facebook? Are you announcing these via other mechanisms as well (e.g. Twitter)?
Man, this brings back memories of the first Heroes of Might and Magic.
I initially mistook the composer as the one from either Legend of Grimrock or Trine. This is a Good Thing(tm) as both have marvelous soundtracks. I think Nicolas will help elevate LoX to even greater heights.
I hope you'll consider providing the soundtrack the purchasers of the game, or at the very least make it available as a separate purchase (with discounts for game owners, perhaps).
Reminds me a bit of Hinterland, an underappreciated gem of a game. Also of the old (I mean, seriously OLD) title The Horde for the 3DO console (and starring Kirk Cameron).
I'm definitely looking forward to this!
I found myself smiling during this entire video. Thanks so much for your efforts!
I'm getting some distinct Escape Velocity: Nova vibes here. Lovin' it!
Like Bookworm Adventures or Legend of Fae. Though your game's artwork looks better than both of those titles.
My favorite roguelike, hands down. And it's not even finished yet!
The only game that has its hooks in me like Claustrophobia is Path of Exile, although I have been recently distracted by the Card Hunter beta. I'd say you're in good company!
Randomized conditions sounds like an excellent addition. I'm looking forward to these updates.
Surely you're 'out' of keys by now, but I've been following Aethereus for ages and I'd be grateful for one.
Aside from the occasional wonky door layout and odd bookshelf-blocked corner I actually like the current dungeon generation. I trust that your changes are justified and actual improvements to the existing system, though.
I'm extremely anxious to get my hands on this update!
Are you planning to implement (or have included with the upcoming patch) autostack behavior? Holding down shift to get things to stack can be pretty tiring for the pinky-finger. I would think most of us would approve of having like items stack automatically. A toggle under options could make it optional in the event I'm wrong.
A 'sort' button for the inventory would be a godsend as well.
These are minor nitpicks, but would make the game that-much-closer to the ideal roguelike. And by 'the' I mean 'my.'
Thanks again for all of your hard work!
Should two or more of Vampierre show up on a single level? I've had several generate with multiple golden door rooms? Without the Banhammer I have a hard enough time killing even one of him!
An informative update. Thanks for keeping us posted on the progress.
The music playing in the background is lovely. Make sure that one of the Kickstarter tiers includes the soundtrack!
Also, I just have to say that after years on IndieDB, I didn't think I could be surprised anymore. Dungelot proved me wrong. What a find!
Aside from the incorrect usage of the word myriad, this was an excellent trailer. My interest is piqued! The game looks like a blast.
(Incidentally, it should read 'myriad ways.')