Home Creators Posts Import Register Favorites Logout
hello everyone, I'm working on improving stability, uncached full files will take a while to load and imports are a bit backlogged both due to bandwidth. Thank you.

Content

Its time to vote for a new adventurer!


Comments

Scryer

Oh wow, it actually feels quite different when one recognises a lot of these from your streams. Also if one has a few they put forward, but mostly the former.

Snaccaca

i wana vote for all but that wouldnt help any

Erill

I think the Illusionist's AOE definitely looks the most fun! You thought the witch nuked herself hard, get a load of this - (eats literally all the things)!

Lady Alarune

It's this time again! Feels like it's been a while since Bard, but it hasn't really. These are all good girls and I love them and want them to succeed, but for the sake of mechanics, I feel I've gotta put my votes towards characters who could sub in for the Witch in formations. Illusionist and spellblade, go!

bewildered_angel

mmm yeah there's a lot of good designs here, I certainly couldn't pick a favorite!

Biff the understudy

I really want to see the Barbarian and Knight ASAP, but you’re right in that the Witch needs competition. She’s got a monopoly on Magic right now.

Emett

I like the cleave effect the barb has. But I think the game really need another character with either faith, magic or sneak damage.

Anonymous

At this point in development, from a gameplay perspective (and without knowing their speeds/damages/type bonuses), I'd probably say my preferred order of implementation would be Spellblade > Monk > Barbarian > Illusionist > Engineer > Knight. Could be different depending on their final designs, but I realise development is a fluid process, and I'm totally disregarding aesthetics here. Regardless, I think they're all great concepts, and the variety of a sixth character will be interesting to mess around with whoever they are! For a breakdown of my thought process: Spellblade - Definitely a great new outlet for magic damage that probably won't be KO'd as much as the Witch. Monk - Great to have another faith user, and Thief-sans-melee/Priestess-sans-healing is far enough away from the existing characters not to trespass on their turf. Barbarian - Plain in terms of their elemental niche, but their broad attack is deceptively useful for certain waves and chip damage overall. Illusionist - Seems like an upgraded Thief/Witch. Their extremes look fun on paper, but I think the amount of time spent KO'd/leveling would get old. Engineer - Combat-Bard, though I think shield VS heal is a much more relevant choice than chip damage. Variety, but maybe not super impactful as the next character. Knight - Kinda fills similar roles to the Warrior/Priestess, to the point where I'm a little concerned about how it'd affect the relevancy of each of these three.

bewildered_angel

Yeah I'm kind of wondering if I should have also given the knight weapon damage. Being the only one with three abilities is pretty unique, but at that point she's just a better warrior? So I'm still brainstorming what to do with her

Erill

Perhaps the knight could hit two targets? Being able to hit an enemy in the first column and the one behind it?

Scryer

Out of honest curiosity, which ones do you think look most interesting, going off said silhouettes?

Scryer

Yeah, that'd be great. Impossible, but it's a nice thought. May I ask when voting ends?

Anonymous

A tri-element character would be really cool, but yeah they'd probably need something to counterbalance their utility so as to not compete with others like a long recharge time or low starting stats (though the fact that they'll KO on most multi-element enemies is an intrinsic hurdle for them, I suppose). Similarly, I think new attack patterns would certainly add something interesting to the mix, and a depth-based character would be extremely appreciated amongst the crowd of single-target and short-range attackers. Simply buffing Knight's AoE could still push them to the realms of superior to the Warrior in theory, ignoring the implicit drawback of an increased KO risk from hitting more enemies. In general, I'm a stickler for jank, so I'd love to see some unorthodox attack patterns in the future (eg. hitting parallel targets but not the one that is selected). On this train of thought, maybe the Knight could take inspiration from knights from chess: "hopping over" the foremost targets and hitting the rearmost target of the selected row instead, like a reverse short-range hitter? Depending on the enemies in a given wave, this could be selectively better or worse than the Warrior (and the two combined in a team could tackle a row from both sides), so it might shift the Knight more into the realms of a sidegrade, but still with diversity amongst the cast overall. I certainly do run away with themes, though; the natural recipient for an attack pattern like this would probably be a stealth-themed fighter (if any!), but, hey, who says patterns can't be shared? ¯\_(ツ)_/¯

Biff the understudy

I would probably just drop the shield ability and just make the knight faith and weapon attack even if knights are typically associated with tanking. Otherwise I feel the knight just becomes a priestess with the shield buff instead of a heal. A warrior buff in the form of an extra tile of single target range could also help her do more considering the size of her weapon. Short range weapons like the Thief’s dagger or the old warrior’s sword and shield make sense with short range, but the Warrior’s bigger sword doesn’t seem out of the question.

bewildered_angel

I kinda don't want to say my favorites because I don't want to sway the vote