A new game review is here!
This week we play Single Malt Apocalypse, thanks to
@wilpuri !
Trying out some things to mess with the algorithm, so hopefully ya don't mind being the guinea pig a little bit.
Hey, thanks for playing it! I'm super glad you liked parts of it and some of the flaws are very easily repaired. Of course some criticism goes against what I'm trying to do, but many changes will be made. So thanks! You made the game better.
Random thoughts:
- Silver mining: Clearly the
biggest flaw in the game seemed to be one line of text. Not knowing how to get silver out of the walls ruined almost everything else. I need to fix that right away. It needs to say "PICKAXE!!!"
- Graphics: I'm glad you warmed to the visual style. I've been drawing comics my whole life and this was originally a comic book idea. I've never released anything, but I'm currently making my first comic that I actually try to get published. My drawing style is rough and "underground".
The sheer amount of stuff you have to draw even in a game this small is incredible. I got better and faster, but damn... I definitely understand a little better those who try to skip that phase. Just a little.
- Combat: If someone is really against the traditional menu based combat then this game is going to be bit of a slog. What I tried to do with it was having the
different weapon elements and the
items you can use to do massive damage. The weapon elements clearly need to be introduced somehow (now they are just in the item descriptions). For example the bugs in the tunnels take a lot moe blunt than blade damage. The idea was that roaches are crushed.

The numbers fly by so fast you might not see who did the biggest damage, so I think the elements need to be stated clearly. The levels are also very significant, I don't know if you noticed, but after the level ups the combat got instaly easier.
- HeIp: think it was just some random comment in the video, but a Help-item will be added to the inventory. For me this game seems so tiny and simple, but there's clearly so much systems, status effects, damage elements and all that stuff that you need a way to go back to those. There's a Reference Guide in Steam, but I need to add item you can use to remind you what does what.
- Story mode: I'm not entirely sure how I'll implement easier mode, but I will add that. I don't think it takes anything away from those who want to have the Ass Kick Experience. My main test players seemed to be real gluttons for punishment, because they ate up that crap with a smile.
- Cosmic Nausea: This status effect seemed to be a big pain in the butt. The skill to get it removed is actually pretty new addition. That's why only those in the party get it. It was not supposed to be a big deal, more like a happy accident that you get a skill for some characters and they don't need a doctor. The status wasn't even that critical, but you couldn't remember that, because there was no in-game way to check again what it does.
SO, thank you again. Its sure was absolutely frustrating to watch at the some moments, but that is the only way to learn how different people approach the game. Especially in a game this open there are many pitfalls. I'd say 1/3 of the three and a half years of developing has gone to creating the world in away it takes into account all kinds of approaches. And it still doesn't always work.
The game will be out 4th of August in a much more better form!
Hey, maybe Wishlist this turd! It will be polished!
