TheLuxyNator, I'm revisiting old posts I read, but never replied to. We have since addressed these issues, except for the intro. The intro where you die intentionally is a bit better, but I really need to take the time to properly implement a more narrative solution. Sorry for the late reply and thank you for taking the time to test our game and provide feedback
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RE: Build V0.0.13 Feedback
RE: Build v0.0.13 Feedback
BreadSlice, revisiting old posts that I read but never replied to. I added the confirmation to the main menu buttons that leave or restart the level, but I still need to get to the other two, but that won't be until later this fall unfortunately. Sorry for the late reply and thank you for always testing our builds so thoroughly
RE: Build 0.0.14 Feedback
Scubadoo, I'm revisiting old posts I never replied to (but did read!!) and I just wanted to first thank you for taking the time to playtest our game and provide such thorough feedback. Peter and I have since addressed many of these issues, but others still remain on our to-do list. We have spent the last two months or so preparing for our Kickstarter so have been busy with that. But we plan to get back to full speed development later this fall. Thanks again for taking the time to be a part of development
RE: Build V0.0.13 First time playthrough feedback
Sparticle, I know this is a super late reply, so sorry about that! I wanted you to know that I did read your feedback when you first posted it and am just revisiting old posts that I never replied to. Most of these have since been fixed, but others remain on our to-do list. Peter and I have been very busy preparing for our Kickstarter, so not working as much on the game itself. However, I wanted you to know that we're still aware of the issues that we need to address and do plan to get to them later this fall after the Kickstarter. Thanks again for taking the time to write such a thorough post sharing your thoughts and feedback
RE: v0.0.14 testing notes
Just following up on old posts I haven't yet replied to (but did read!!). I did add a recall indicator and pause menu confirmation popups. I think I still need to address some of the other things though, just know that those are on my radar! Truly, thank you for taking the time to playtest and share your feedback
RE: Dwerve 0.0.13 Playthrough (Video) & Feedback
Aviox, I know my response is long overdue, but I just went through this video and feedback again. We have addressed some of these since while others are still on our to-do list. With the Kickstarter keeping us quite busy, I don't anticipate we'll be able to get to some of these until later this fall. Nonetheless, I truly to appreciate your thorough notes and feedback and just want you to know, we do plan to address these eventually!
RE: Village on fire from start
Ah, not intentional, we'll fix that, thanks Tony!
RE: Build 0.0.15 Feedback
Thanks so much for the thorough feedback. We're actively working to improve the difficulty. Balancing the battles has been one of the more challenging aspects for us. Adding more time before a garrison spawns enemies is a great idea that we'll try to get in soon. We also plan to add an indicator showing where a turret and trap will get placed. These probably won't be in the next build, but know they're on our task list.
RE: Dropping a platform everytime I talk to a PNJ
Hi, this is a bug that has been fixed for the next version. Thanks for the report! Changing controls is not yet available. It will be in the future though.
RE: Does the game have a saving option?
Hi, the game does not having saving in yet. However, you can skip levels from the pause menu.