This game throws you into a fight you can not win. You can however try to survive as long as possible.
To gain loot, kill enemies. You can equip loot to gain bonuses.
To attack enemies click on them (You can only attack the first enemy). After you attack the enemy, you will get hit by the first enemy in line. If you kill an enemy it has no chance to retaliate and you can immediatly attack the next enemy. Some enemies have resistances or weaknesses to certain attack types. You can change your attack type with the small menu above your inventory.
You can sell any item at any time to get XP. This can be useful to gain a level at any moment, which will fill up your health to max, which is also the only way to regenerate HP.
Good game. Every so often there would be an enemy that I wasn't able to hurt unless I got crits which is okay but seemed slightly odd that it come up regularly. Guess the RNG didn't like me much.
An interesting concept, but the execution is a bit lacking. The art looks cool and the inventory is very impressive. It is however not really clear what type of attack is effective against the fully shielded goblin(?). Since we both seem to do just 0 damage. Is this a bug? Nice Idea for the theme and a cool take on the RPG genre.
Looks like i`m missing something. Frame instantly closes with an error message:
Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: java.lang.NoClassDefFoundError: javafx/geometry/Point2D at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:120) Caused by: java.lang.NoClassDefFoundError: javafx/geometry/Point2D at de.renoth.dt.actor.DescriptionBox.createLabels(DescriptionBox.java:49) at de.renoth.dt.actor.DescriptionBox.<init>(DescriptionBox.java:43) at de.renoth.dt.actor.ActorWithDescription.createDescriptionBox(ActorWithDescription.java:64) at de.renoth.dt.screen.game.InventorySlot.setItem(InventorySlot.java:86) at de.renoth.dt.screen.game.Inventory.fillInitialItems(Inventory.java:45) at de.renoth.dt.screen.game.Inventory.<init>(Inventory.java:41) at de.renoth.dt.screen.game.GameWorld.addMenu(GameWorld.java:115) at de.renoth.dt.screen.game.GameWorld.<init>(GameWorld.java:50) at de.renoth.dt.screen.GameScreen.<init>(GameScreen.java:20) at de.renoth.dt.DungeonTacticsGame.create(DungeonTacticsGame.java:17) ... more
I like the concept. It's definitely worth trying. But it hasn't been fully realized here. The game need more tuning and balance because right now it relies a lot on luck.
I love that game :D Had so much fun playing it, when i got the purple sword from my first enemies. You did a good job on giving the player good enough loot to keep playing, couldn't stop... till it crashed cause i had a full inventory :/ so a quick sell would be nice, to sell all the items of one color. But in total it was great, got everything to purple, i wonder if there is even more...
Despite its simplicity it sucks in you int "just another kill". Kind like the "just another turn" in Civilization games. I got killed at level 8 by an exception : Exception in thread "LWJGL Application" java.lang.NullPointerException at de.renoth.dt.screen.game.Inventory.getFirstFreeInventorySlot(Inventory.java:91) at de.renoth.dt.screen.game.Inventory.spawnNewItemPerhaps(Inventory.java:111) at de.renoth.dt.actor.EnemyActor.die(EnemyActor.java:64) at de.renoth.dt.actor.EnemyActor.access$200(EnemyActor.java:13) at de.renoth.dt.actor.EnemyActor$1.touchDown(EnemyActor.java:28) at com.badlogic.gdx.scenes.scene2d.InputListener.handle(InputListener.java:55) at com.badlogic.gdx.scenes.scene2d.Actor.notify(Actor.java:182) at com.badlogic.gdx.scenes.scene2d.Actor.fire(Actor.java:147) at com.badlogic.gdx.scenes.scene2d.Stage.touchDown(Stage.java:278) at com.badlogic.gdx.InputMultiplexer.touchDown(InputMultiplexer.java:90) at com.badlogic.gdx.backends.lwjgl.LwjglInput.processEvents(LwjglInput.java:323) at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:199) at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114)
I was clicking rather fast on enemies and I think it might have happened due to the already dead enemy receiving a click or a similar issue.
Just what is the difference is between the 3 attacks? They seem to do the same damage and not cause any other effects.