I used Firefox and it worked well, I know there's some problems with it and Godot games, where it sometimes doesn't load and sometimes does, but for me it was fine. I've played through (I think) all of the game there is currently, so I'll give my thoughts about it and stuff I noted.
I think the UI is definitely better than in the previous version. It doesn't feel as clumped now. I like the enemy info tab, to this I think it would be a good idea to add possible loot drops from enemy. I've got a Helmet 3 from Finkk (I think) and I didn't even know you can get items like these from enemies, so it would be nice to show if an enemy can give you something interesting. You could make the icons all black/make them question marks if you would want to hide stuff that the player didn't discover yet. Also when an enemy has a gold skull it shows you a description of what it means, which is great, but it doesn't tell you what a gray/iron skull means. I think that items should have some actual names instead of just "Helmet 3", "Armor 1" or "Club 2" too.
Stat description would be really helpful too. Some make sense without it, but some would need to give more information on how they work. I don't know how defense and armor works, what's the difference between them and what's better. I also didn't know what hp5 and mp5 meant for most of my playtime, only later I realized it's amount you're healed. I think it could be changed to hp/s and you could make healing faster with a smaller amount (so instead of 1 it could just be 0.2). I had a bug with these too, when I ate a carrot and steak the hp5 for example was 3, but then when my carrot run out it changed to 1, even tough it was actually healing me 2.
I feel like traveling between areas should be faster, especially when you need to go from one store to another, to sell or buy something, it takes a lot of time. With the travel, I still think a map would help, like just an UI of connected paths with a scrollbar, something like this maybe: You could potentially add some fast travel to this too. Also I had a bug (probably) when I was at Gate, and I wanted to go to Market it told me that I'm in combat and I had to wait.
The text log could have a scrollbar, it's hard to know if you're at the latest massage or how close you are to it when just scrolling, having a scrollbar would show that and make it easier to go through the log.
Now the progression I think feels pretty weak, I think it's better than it was but the stats still need a lot of work. The max hp for example, you start with 150 so a bonus of 5 or 2 is meaningless (Armor 2 literally gives you 2 max health). The weapons don't really change that much either, the cost is getting more and more expensive but the weapon is just "from 1-5 damage to 1-6" which feels bad, especially since some of the weapon stats decrease too. I think it was Axe 2 and Axe 3, where the crit chance is smaller in Axe 3, this is dumb since landing a crit attack feels really nice and it's the main aspect of an axe. Personally I'd prefer to get much stronger (or just visibly stronger) the further in the game I am, just like the cost of items. I'd like to one shot the enemies in the first area if I'm already in one of the later areas. Of course that means a lot of balancing, but I think it would make the game more enjoyable.
I do like the game and I think it has a lot of potential. I'd like to see magic and abilities added. Also the player could have more impact on what's happening in the game. Even tough I know it's an idle game, something simple that you could do, like a button press, that would help in battle in some way would be nice.
Thanks for playing this version. I know you played previous version and i thank you for being patient and trying the game yet once again. Let me go through your feedback and answer all i can. Im also taking notes on all feedback from all players and i do see similarities in Quality Of Life changes and improvements, along with new ideas and bug reports.
I think it would be a good idea to add possible loot drops from enemy.: Yes this is something I do want, but at the same time it need to feel like a progression. I didnt really know how I wanted it, but your idea of making all undiscovered items a question mark or just black outlines of them is good idea. Thank you.
I've got a Helmet 3 from Finkk (I think) and I didn't even know you can get items like these from enemies, : Isnt it fun to discover stuff without being told about it? Buying items from NPCs will only get you so far. Getting the best items in the game will eventually only be drops from monsters .. or other ways.
Also when an enemy has a gold skull it shows you a description of what it means, which is great, but it doesn't tell you what a gray/iron skull means.: I thought skulls was an indication that they got stronger and more difficulty. It felt like skulls is a common way to show difficulty. Thats why i didnt make tooltip about it. Gold skull however was different and thats why i made a tooltip for it.
I think that items should have some actual names instead: Yes absolutely. They are named like this for my convenience during development. They will get proper names.
Stat description would be really helpful too: Common feedback and I will fix this, to some degree. The less the player know the better, but, they do need some information and I will add it for sure. Like you said with Armor and Defense, HP5 and MP5.
I feel like traveling between areas should be faster: Common feedback and i have lowered it drastically. But its still not instant. Comes in next game version. One idea is to make travel times between safe locations to be very fast, while going from or to a hostile location takes more time. When you get into a township you just want to do your business fast and go out again. Long travel times here is just stupid.
Your food stat increase/decrease: Thats a bug. It does work properly (behind the scenes), but something is off with updating the visuals that makes it show incorrect numbers.
World Map: The image you made showing the node system is something i already want to do. But i want to make it have 2 usages. Firstly thats how i want to create the content by adding nodes, draw lines between nodes and edit them with content. Second is for the player to see the world and all connections.
Now the progression I think feels pretty weak: This is something i think will never get perfect. But the more iterations the better. You do get 5 more health for each level you take, in addition to items giving some stats. The stats from items are very weak, i agree. But its also the worst items in the game. Higher tiered items will be much stronger.
The weapons don't really change that much either: The damage from the weapon is the damage you would do with out any skills. But since you start with 10 in skills the damage will be higher and go up for each new skill you get with that weapon type. Your example of Axe2 and Axe3 crit% is an oversight of mine and should be seen as a bug. Thanks! Im not sure how to do the weapons. There is 3 types, as you know, Sword, Axe and Club. It feels very difficult to make the damage stat different. But the bonus stat, like crit chance is much easier. Maybe thats how i should differentiate the weapon types and not their damage.
I'd like to see magic and abilities added: Its coming. I wanted the MVP of the game to be tested first to see if its any fun. Otherwise i would postpone the play test for eternity. Magic will come.
I'd like to one shot the enemies in the first area: I feel you. Maybe you could with the end game content of this version. im not sure. You are still likely to be low level regarding what level you could be later on. This is not said anywhere but your (level / 5) is also included in your damage. So even if you dont get new items, or higher skills, your damage will increase.
All right, here are some ideas for improving the game, in order of how much I wanted them. (For the record, I was playing version 0.5.2 on Firefox):
The biggest thing that would have helped me is: a tooltip for every stat! For quite a while, I was confused about things like the subtle differences between Armor, Defense, and Mitigation, or how HP5 differs from regular HP.
Next, I was confused by some of the numbers I was seeing. For example:
Here you can see that my red health orb is at 155, whereas my Max HP is at 150. That seemed impossible to me--and, yet, there it was...
There were other things like this. For example, my HP5 stat was initially at 1, until I ate a carrot with an HP5 value of 1, and then my HP5 stat jumped to 3. Later, when I had eaten both a carrot and a chicken leg, by HP5 stat was also at 3--which seemed impossible to me. I became less confident in the game as a result.
Next, I was not able to find a merchant that would allow me to sell some of my items (e.g. Club 1, Armor 2, or Legs 2). What I really wanted was a "Sell" button below the "Equip Item" button when you examine the item. It was frustrating not to be able to clean up my inventory, and (occasionally) I needed the money and really didn't want to hunt through all of the previous merchants to find the exact one who would take my item. A "Sell" button would have solved all of my problems!
I felt that the duration of the movement animation could have been about 0.5 seconds, whereas it is actually about 5 seconds. If you have to cover any significant distance, you may have to spend some 30 seconds just waiting for all of the movement animations to complete! A shorter movement animation duration would have made moving much easier!
When you're interacting with the Merchants, there is text below the dialog that says "Click here to close". Because this text is not part of the dialog itself, I didn't notice it at first, and actually wound up traveling to a nearby location, and then traveling back, each time I needed to close a dialog. Later, when I realized how you're supposed to do it, I still reflexively searched for a close button, [x], in the top-right corner of the dialog. I kept expecting there to either be a close button, or to be able to click anywhere outside the dialog to close it. Neither of those things work for the merchant dialogs!
Twice, I accidentally bought something that I was intending to sell. This can happen when you enter sell mode, and then quickly switch to another vendor, which puts you in buy mode without your explicit consent. This can have consequences: I lost a fair bit of money both times I unintentionally did this, because it was very early in the game, and it consumed all of the money I had.
When I first entered "Cave 1:1," I was unlucky enough to get seven non-monster encounters in a row. There was absolutely nothing for me to do except wonder why my character kept trying to pick a fight with a rock? It seemed very strange that he considered a stalagmite to be a significant threat, since it is well out of reach and totally inanimate. I had to wait through seven non-monster encounters before I finally got a single monster to fight, and then I got another long string of non-monsters before I found the exit and got the heck out of there.
I noticed some typos in the monster descriptions:
Sporeback: "definetly" => "definitely"
Wolf: "SCRATH" => "SCRATCH"
There may be others, but I figured I would make a note of the ones I found, in case that helps :)
Anyway, thank you for the game! I think it has a lot of potential.
Oh wow! Huge thanks for this wall of text! I read every word!!
What you are feeling about some of the stuff others have talked about aswell. Let me go through your feedback.
The biggest thing that would have helped me is: a tooltip for every stat: Im adding this! I understand the frustration to not get a single hint of what it does. I dont really need to go into detail in the tooltips, but at least some understanding helps.
Here you can see that my red health orb is at 155, whereas my Max HP is at 150: This is something i have been fighting with. I thought i fixed it already, but alas. I will look in to it and maybe even rework how it works. Something smells fishy here!
I was not able to find a merchant that would allow me to sell some of my items: Im adding all items to NPCs. At least this early in to the game. Later on (if further development beyond this patch) when things go Online with multiplayer features some items are only sellable to players.
What I really wanted was a "Sell" button below the "Equip Item" button when you examine the item: If i understand correctly. I might be mistaken. You want to sell items straight away from the inventory instead of finding the right npcs that buy it? I get it though.
I still reflexively searched for a close button, [x]: Yes. This wouldnt be too rough to add. And it adds a bit of clarity for the player.
Twice, I accidentally bought something that I was intending to sell. This can happen when you enter sell mode, and then quickly switch to another vendor, which puts you in buy mode without your explicit consent. : Hmm .. im wondering how to fix this because the dialog is built from scratch each time you open it. But i think its easy. Ill get it done. It does make sence.
I was unlucky enough to get seven non-monster encounters in a row. There was absolutely nothing for me to do except wonder why my character kept trying to pick a fight with a rock: In my mind your character is not picking a fight with a rock. Your character is wandering through the cave room, searching, and ends up finding .. rocks. Its a bit boring but its kind of intended. Locations where the "Other" has higher chance than "Enemy" suggests that the location you are in is a bit easier. This is one way for me to balance difficulty. But i do want way more stuff than "Rocks". Ill add more cards to each location as i figure out what i want there.
I noticed some typos in the monster descriptions: Thanks for telling me! Easy fix
HUge thanks for this feedback. I will look over it more carefully with all other feedback. But what you say makes sence and wont break the game, but instead make it more fun.
shields gain levels WAAAY faster than weapons unless weapons are capped at level 20. In the loot buffer, if you have one item (may just be gold) in a column with a large number (in the thousands) the items below/above it stretch wide to maintain the width of the widest item
lol xD You have too much money. Dont forget to loot it. If you die all in the buffer is lost. Weapons are not capped, but it does take a long time eventually. I need to rethink the formula for this for sure!
I got pretty far in the game (maybe end?), enough to get sword 4 and I was enjoying it, I restarted my computer and no save happened which I haven't been able to recreate, I don't remember if I was on v5.0 or v5.1 so I'll restart.
the meat also takes the carrot place if you eat it without one but in my previous save the carrot went in the carrot slot and the meat went in the meat slot. Food seems like it should improve the regen tick speed or regen amount but all it does is increase your max? I'm not certain what it does.
game froze after a death and when I reloaded, no progress was saved but the character was this time so it's progress I guess
Im happy to know you enjoy the game!! Thanks for playing.
Im sorry to hear that you lost your progress. Before restarting your computer, did you use the Log out button on the top right? That is currently the only way to save your character. If you just close the browser the progress isnt saved. This is an oversight of from me.
I will make sure that next version auto-saves once a minute (at least!) so this wont happen at this scale.
About the food. The grayed out images is only a small hint that it is food slots. Carrot doesnt only go on carrot. You can eat any food in any order.
Currently the food only increase "HP5" stat by 1. This is HP5 and MP5 is an old term from World of Warcraft which i took which basically means how much health and mana you regenerate every 5 seconds. You have a constant HP5 of 1. With two Carrot and Meat you should have HP5 of 3. If you also use Club1, you should have HP5 of 4.
You can see when next health regen tick comes by looking at the tiny bar going up at your health.
I do have a discord but its kind of private with only myself on it right now. I will make it public soon.
no worries about the lost progress, glad it's getting improved.
I'm familiar with hp5 and mp5 but this is the first time I've seen it used in a game outside of WoW. Maybe a little more description about that :)
not knowing what you have planned, descriptions of what the things do (stats specifically), some map(even in a similar simple art style to the creatures), crafting, talent tree, and dual wield. I think axes have a typo where instead of a % sign for bonus it should be an x. the 1234 look like where skills or magic could be placed. quicker dice roll upgrade, log that as you defeat more enemies you either unlock their stats or drops, or both (I know we can see stats by default but maybe it's just the name and picture?)
the discord thing is a community interaction point outside of itch but if you like it staying here, you do you :)
looking forward to seeing what you come out with next <3
I played for a bit too long! This is a fun idea Nemphis - I like having it playing in another window off to the side that I can just check in with every once in a while. I would love a "speed up" button - and when you get more content I think the initial stages and levels could go a bit faster to get people hooked sooner.
I was trying to buy the level 2 helmet at the Stugard outpost from the tanner, and he just kept taking my money without giving me my item. I also had some items that I couldn't find anyone to sell them to (my starting equipment) and it frustrated me that I couldn't delete them out of my inventory.
Keep up the good work! I'm excited to see it progress.
Big thanks for playing and giving this invaluable feedback! It does mean a lot to me.
I have gotten feedback from others that it does feel like a grind. But thats kind of the game since you can leave it alone to do its own thing. Speeding up-button is a fun idea, but it wouldnt work when i eventually make the game online.
I will take a look in to the helmet 2. That does seem strange! I will also add so you can sell all items. At least this early in the game. of course also add a delete item function from the inventory.
When the game actually is online and you can sell items to other players, there will be items that cant be sold to NPCs.
The game does work for me on Firefox, it just opens in its own window, although it might be still causing bugs since I've never actually seen the sword parry anything, but that could also be an issue in general. However, I can't switch to another platform since I've already made quite a bit of progress and there doesn't seem to be a way to export/import data that I can find.
When i try on my own firefox or any other computer at home, even at friends, no one can play on firefox. it opens a new window like you said but it becomes an error 404 with a skeleton image in the background.
If you are aware of how cookies work you can go in to your firefox cookies and find Knota. There should be a "your-character-name.save"-file. Move this to your other platform's Knota Cookies.
I played for a few minutes (so my feedback may not be the best). It's great what you've been working on, keep it up. I'd really like the transition times (the fade in/out effect when e.g., travelling from one place to another) to be much faster.
← Return to game
Comments
Log in with itch.io to leave a comment.
I used Firefox and it worked well, I know there's some problems with it and Godot games, where it sometimes doesn't load and sometimes does, but for me it was fine. I've played through (I think) all of the game there is currently, so I'll give my thoughts about it and stuff I noted.

I think the UI is definitely better than in the previous version. It doesn't feel as clumped now. I like the enemy info tab, to this I think it would be a good idea to add possible loot drops from enemy. I've got a Helmet 3 from Finkk (I think) and I didn't even know you can get items like these from enemies, so it would be nice to show if an enemy can give you something interesting. You could make the icons all black/make them question marks if you would want to hide stuff that the player didn't discover yet. Also when an enemy has a gold skull it shows you a description of what it means, which is great, but it doesn't tell you what a gray/iron skull means.
I think that items should have some actual names instead of just "Helmet 3", "Armor 1" or "Club 2" too.
Stat description would be really helpful too. Some make sense without it, but some would need to give more information on how they work. I don't know how defense and armor works, what's the difference between them and what's better. I also didn't know what hp5 and mp5 meant for most of my playtime, only later I realized it's amount you're healed. I think it could be changed to hp/s and you could make healing faster with a smaller amount (so instead of 1 it could just be 0.2). I had a bug with these too, when I ate a carrot and steak the hp5 for example was 3, but then when my carrot run out it changed to 1, even tough it was actually healing me 2.
I feel like traveling between areas should be faster, especially when you need to go from one store to another, to sell or buy something, it takes a lot of time. With the travel, I still think a map would help, like just an UI of connected paths with a scrollbar, something like this maybe:
You could potentially add some fast travel to this too. Also I had a bug (probably) when I was at Gate, and I wanted to go to Market it told me that I'm in combat and I had to wait.
The text log could have a scrollbar, it's hard to know if you're at the latest massage or how close you are to it when just scrolling, having a scrollbar would show that and make it easier to go through the log.
Now the progression I think feels pretty weak, I think it's better than it was but the stats still need a lot of work. The max hp for example, you start with 150 so a bonus of 5 or 2 is meaningless (Armor 2 literally gives you 2 max health). The weapons don't really change that much either, the cost is getting more and more expensive but the weapon is just "from 1-5 damage to 1-6" which feels bad, especially since some of the weapon stats decrease too. I think it was Axe 2 and Axe 3, where the crit chance is smaller in Axe 3, this is dumb since landing a crit attack feels really nice and it's the main aspect of an axe. Personally I'd prefer to get much stronger (or just visibly stronger) the further in the game I am, just like the cost of items. I'd like to one shot the enemies in the first area if I'm already in one of the later areas. Of course that means a lot of balancing, but I think it would make the game more enjoyable.
I do like the game and I think it has a lot of potential. I'd like to see magic and abilities added. Also the player could have more impact on what's happening in the game. Even tough I know it's an idle game, something simple that you could do, like a button press, that would help in battle in some way would be nice.
Thanks for playing this version. I know you played previous version and i thank you for being patient and trying the game yet once again. Let me go through your feedback and answer all i can. Im also taking notes on all feedback from all players and i do see similarities in Quality Of Life changes and improvements, along with new ideas and bug reports.
I think it would be a good idea to add possible loot drops from enemy.: Yes this is something I do want, but at the same time it need to feel like a progression. I didnt really know how I wanted it, but your idea of making all undiscovered items a question mark or just black outlines of them is good idea. Thank you.
I've got a Helmet 3 from Finkk (I think) and I didn't even know you can get items like these from enemies, : Isnt it fun to discover stuff without being told about it? Buying items from NPCs will only get you so far. Getting the best items in the game will eventually only be drops from monsters .. or other ways.
Also when an enemy has a gold skull it shows you a description of what it means, which is great, but it doesn't tell you what a gray/iron skull means.: I thought skulls was an indication that they got stronger and more difficulty. It felt like skulls is a common way to show difficulty. Thats why i didnt make tooltip about it. Gold skull however was different and thats why i made a tooltip for it.
I think that items should have some actual names instead: Yes absolutely. They are named like this for my convenience during development. They will get proper names.
Stat description would be really helpful too: Common feedback and I will fix this, to some degree. The less the player know the better, but, they do need some information and I will add it for sure. Like you said with Armor and Defense, HP5 and MP5.
I feel like traveling between areas should be faster: Common feedback and i have lowered it drastically. But its still not instant. Comes in next game version. One idea is to make travel times between safe locations to be very fast, while going from or to a hostile location takes more time. When you get into a township you just want to do your business fast and go out again. Long travel times here is just stupid.
Your food stat increase/decrease: Thats a bug. It does work properly (behind the scenes), but something is off with updating the visuals that makes it show incorrect numbers.
World Map: The image you made showing the node system is something i already want to do. But i want to make it have 2 usages. Firstly thats how i want to create the content by adding nodes, draw lines between nodes and edit them with content. Second is for the player to see the world and all connections.
Now the progression I think feels pretty weak: This is something i think will never get perfect. But the more iterations the better. You do get 5 more health for each level you take, in addition to items giving some stats. The stats from items are very weak, i agree. But its also the worst items in the game. Higher tiered items will be much stronger.
The weapons don't really change that much either: The damage from the weapon is the damage you would do with out any skills. But since you start with 10 in skills the damage will be higher and go up for each new skill you get with that weapon type. Your example of Axe2 and Axe3 crit% is an oversight of mine and should be seen as a bug. Thanks! Im not sure how to do the weapons. There is 3 types, as you know, Sword, Axe and Club. It feels very difficult to make the damage stat different. But the bonus stat, like crit chance is much easier. Maybe thats how i should differentiate the weapon types and not their damage.
I'd like to see magic and abilities added: Its coming. I wanted the MVP of the game to be tested first to see if its any fun. Otherwise i would postpone the play test for eternity. Magic will come.
I'd like to one shot the enemies in the first area: I feel you. Maybe you could with the end game content of this version. im not sure. You are still likely to be low level regarding what level you could be later on. This is not said anywhere but your (level / 5) is also included in your damage. So even if you dont get new items, or higher skills, your damage will increase.
Big thanks for feedback!
All right, here are some ideas for improving the game, in order of how much I wanted them. (For the record, I was playing version 0.5.2 on Firefox):
The biggest thing that would have helped me is: a tooltip for every stat! For quite a while, I was confused about things like the subtle differences between Armor, Defense, and Mitigation, or how HP5 differs from regular HP.
Next, I was confused by some of the numbers I was seeing. For example:
Here you can see that my red health orb is at 155, whereas my Max HP is at 150. That seemed impossible to me--and, yet, there it was...
There were other things like this. For example, my HP5 stat was initially at 1, until I ate a carrot with an HP5 value of 1, and then my HP5 stat jumped to 3. Later, when I had eaten both a carrot and a chicken leg, by HP5 stat was also at 3--which seemed impossible to me. I became less confident in the game as a result.
Next, I was not able to find a merchant that would allow me to sell some of my items (e.g. Club 1, Armor 2, or Legs 2). What I really wanted was a "Sell" button below the "Equip Item" button when you examine the item. It was frustrating not to be able to clean up my inventory, and (occasionally) I needed the money and really didn't want to hunt through all of the previous merchants to find the exact one who would take my item. A "Sell" button would have solved all of my problems!
I felt that the duration of the movement animation could have been about 0.5 seconds, whereas it is actually about 5 seconds. If you have to cover any significant distance, you may have to spend some 30 seconds just waiting for all of the movement animations to complete! A shorter movement animation duration would have made moving much easier!
When you're interacting with the Merchants, there is text below the dialog that says "Click here to close". Because this text is not part of the dialog itself, I didn't notice it at first, and actually wound up traveling to a nearby location, and then traveling back, each time I needed to close a dialog. Later, when I realized how you're supposed to do it, I still reflexively searched for a close button, [x], in the top-right corner of the dialog. I kept expecting there to either be a close button, or to be able to click anywhere outside the dialog to close it. Neither of those things work for the merchant dialogs!
Twice, I accidentally bought something that I was intending to sell. This can happen when you enter sell mode, and then quickly switch to another vendor, which puts you in buy mode without your explicit consent. This can have consequences: I lost a fair bit of money both times I unintentionally did this, because it was very early in the game, and it consumed all of the money I had.
When I first entered "Cave 1:1," I was unlucky enough to get seven non-monster encounters in a row. There was absolutely nothing for me to do except wonder why my character kept trying to pick a fight with a rock? It seemed very strange that he considered a stalagmite to be a significant threat, since it is well out of reach and totally inanimate. I had to wait through seven non-monster encounters before I finally got a single monster to fight, and then I got another long string of non-monsters before I found the exit and got the heck out of there.
I noticed some typos in the monster descriptions:
Sporeback: "definetly" => "definitely"
Wolf: "SCRATH" => "SCRATCH"
There may be others, but I figured I would make a note of the ones I found, in case that helps :)
Anyway, thank you for the game! I think it has a lot of potential.
Oh wow! Huge thanks for this wall of text! I read every word!!
What you are feeling about some of the stuff others have talked about aswell. Let me go through your feedback.
The biggest thing that would have helped me is: a tooltip for every stat: Im adding this! I understand the frustration to not get a single hint of what it does. I dont really need to go into detail in the tooltips, but at least some understanding helps.
Here you can see that my red health orb is at 155, whereas my Max HP is at 150: This is something i have been fighting with. I thought i fixed it already, but alas. I will look in to it and maybe even rework how it works. Something smells fishy here!
I was not able to find a merchant that would allow me to sell some of my items: Im adding all items to NPCs. At least this early in to the game. Later on (if further development beyond this patch) when things go Online with multiplayer features some items are only sellable to players.
What I really wanted was a "Sell" button below the "Equip Item" button when you examine the item: If i understand correctly. I might be mistaken. You want to sell items straight away from the inventory instead of finding the right npcs that buy it? I get it though.
I still reflexively searched for a close button, [x]: Yes. This wouldnt be too rough to add. And it adds a bit of clarity for the player.
Twice, I accidentally bought something that I was intending to sell. This can happen when you enter sell mode, and then quickly switch to another vendor, which puts you in buy mode without your explicit consent. : Hmm .. im wondering how to fix this because the dialog is built from scratch each time you open it. But i think its easy. Ill get it done. It does make sence.
I was unlucky enough to get seven non-monster encounters in a row. There was absolutely nothing for me to do except wonder why my character kept trying to pick a fight with a rock: In my mind your character is not picking a fight with a rock. Your character is wandering through the cave room, searching, and ends up finding .. rocks. Its a bit boring but its kind of intended. Locations where the "Other" has higher chance than "Enemy" suggests that the location you are in is a bit easier. This is one way for me to balance difficulty. But i do want way more stuff than "Rocks". Ill add more cards to each location as i figure out what i want there.
I noticed some typos in the monster descriptions: Thanks for telling me! Easy fix
HUge thanks for this feedback. I will look over it more carefully with all other feedback. But what you say makes sence and wont break the game, but instead make it more fun.
shields gain levels WAAAY faster than weapons unless weapons are capped at level 20. In the loot buffer, if you have one item (may just be gold) in a column with a large number (in the thousands) the items below/above it stretch wide to maintain the width of the widest item
lol xD You have too much money. Dont forget to loot it. If you die all in the buffer is lost. Weapons are not capped, but it does take a long time eventually. I need to rethink the formula for this for sure!
Thanks for info!
I got pretty far in the game (maybe end?), enough to get sword 4 and I was enjoying it, I restarted my computer and no save happened which I haven't been able to recreate, I don't remember if I was on v5.0 or v5.1 so I'll restart.
the meat also takes the carrot place if you eat it without one but in my previous save the carrot went in the carrot slot and the meat went in the meat slot. Food seems like it should improve the regen tick speed or regen amount but all it does is increase your max? I'm not certain what it does.
game froze after a death and when I reloaded, no progress was saved but the character was this time so it's progress I guess
I don't see any discord, any plans for that?
Im happy to know you enjoy the game!! Thanks for playing.
Im sorry to hear that you lost your progress. Before restarting your computer, did you use the Log out button on the top right? That is currently the only way to save your character. If you just close the browser the progress isnt saved. This is an oversight of from me.
I will make sure that next version auto-saves once a minute (at least!) so this wont happen at this scale.
About the food. The grayed out images is only a small hint that it is food slots. Carrot doesnt only go on carrot. You can eat any food in any order.
Currently the food only increase "HP5" stat by 1. This is HP5 and MP5 is an old term from World of Warcraft which i took which basically means how much health and mana you regenerate every 5 seconds. You have a constant HP5 of 1. With two Carrot and Meat you should have HP5 of 3. If you also use Club1, you should have HP5 of 4.
You can see when next health regen tick comes by looking at the tiny bar going up at your health.
I do have a discord but its kind of private with only myself on it right now. I will make it public soon.
no worries about the lost progress, glad it's getting improved.
I'm familiar with hp5 and mp5 but this is the first time I've seen it used in a game outside of WoW. Maybe a little more description about that :)
not knowing what you have planned, descriptions of what the things do (stats specifically), some map(even in a similar simple art style to the creatures), crafting, talent tree, and dual wield. I think axes have a typo where instead of a % sign for bonus it should be an x. the 1234 look like where skills or magic could be placed. quicker dice roll upgrade, log that as you defeat more enemies you either unlock their stats or drops, or both (I know we can see stats by default but maybe it's just the name and picture?)
the discord thing is a community interaction point outside of itch but if you like it staying here, you do you :)
looking forward to seeing what you come out with next <3
I played for a bit too long! This is a fun idea Nemphis - I like having it playing in another window off to the side that I can just check in with every once in a while. I would love a "speed up" button - and when you get more content I think the initial stages and levels could go a bit faster to get people hooked sooner.
I was trying to buy the level 2 helmet at the Stugard outpost from the tanner, and he just kept taking my money without giving me my item. I also had some items that I couldn't find anyone to sell them to (my starting equipment) and it frustrated me that I couldn't delete them out of my inventory.
Keep up the good work! I'm excited to see it progress.
Big thanks for playing and giving this invaluable feedback! It does mean a lot to me.
I have gotten feedback from others that it does feel like a grind. But thats kind of the game since you can leave it alone to do its own thing. Speeding up-button is a fun idea, but it wouldnt work when i eventually make the game online.
I will take a look in to the helmet 2. That does seem strange! I will also add so you can sell all items. At least this early in the game. of course also add a delete item function from the inventory.
When the game actually is online and you can sell items to other players, there will be items that cant be sold to NPCs.
The game does work for me on Firefox, it just opens in its own window, although it might be still causing bugs since I've never actually seen the sword parry anything, but that could also be an issue in general. However, I can't switch to another platform since I've already made quite a bit of progress and there doesn't seem to be a way to export/import data that I can find.
When i try on my own firefox or any other computer at home, even at friends, no one can play on firefox. it opens a new window like you said but it becomes an error 404 with a skeleton image in the background.
If you are aware of how cookies work you can go in to your firefox cookies and find Knota. There should be a "your-character-name.save"-file. Move this to your other platform's Knota Cookies.
it worked perfectly fine on Firefox on my Apple M1 (OS Sequoia 15.7.2)
How peculiar! Good info! Thank you a lot and thanks for playing. Any other feedback? *giggle*
I played for a few minutes (so my feedback may not be the best). It's great what you've been working on, keep it up. I'd really like the transition times (the fade in/out effect when e.g., travelling from one place to another) to be much faster.
Great stuff