Ranged attack + movement,trap disarm for 100%, Firebolt UI, Runeboard UI

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Qzhuo
Posts: 10
Joined: Sun May 17, 2020 9:43 am

Ranged attack + movement,trap disarm for 100%, Firebolt UI, Runeboard UI

Post by Qzhuo » Sun May 17, 2020 11:16 pm

Movement: When making a move command to a tile, if you get attacked by a ranged attack the movement should be cancelled like when you see a trap rather than

100%-ing dungeons: To get 100% completion on dungeons, the trap disarm requirement should be consistent -- either all traps should be disarmed for 100% from the get-go or early dungeons shouldn't have that requirement at all. It makes no sense that once you get disarm traps, the 100% requirements change midway. You essentially get punished way too heavily for getting better and it was frustrating as a new player.

Spells: Firebolts should have a visual indication when it is selected and needs a target, perhaps some sort of highlight or the fire icon changes color. The text can help but I find that it takes way too long to appear and it's easy to lose track of when you're casting multiple firebolts. Plus, the audio indicator only appears after you've cast it (or failed to do so).

Runeboard: Allow us to replace singular runes without having to clear everything
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Mario
Posts: 77
Joined: Tue Sep 03, 2019 10:35 am

Re: Ranged attack + movement,trap disarm for 100%, Firebolt UI, Runeboard UI

Post by Mario » Mon May 18, 2020 4:35 am

Thank you very much for your feedback!

kind regards
Mario
Author of Lootbox RPG and Silversword.
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