Thanks for the excellent feedback guys, I'm really glad to hear your thoughts!
few thoughts:
-theres no point for the menu except to pause the game, you can just have all stats in text field with the use potion button in the nav to make it easier for the player
The stats would frequently get wiped from the screen though due to Examine information and enemy speeches. Besides, being able to pause the game is a handy feature.
-i need to see potions in battle, iether that or have it tell me i dont have any when i select it cause it uses my turn
I'll set it so that it doesn't use up your turn if you don't have any potions. I meant to do that awhile ago but it's actually a more messy job than you'd think due to the way battle alerts are formatted.
-hard enemies give the same amount of gold and exp as weak enemies of the same level, harder enemies should give more
They most certainly do not give the same amount of gold. The gold progression rate has undergone more balancing than any other aspect of the game. I can't change it without messing up the game's difficulty considerably, and it's finally ok the way it is now anyway.
As for the EXP system, you should get 100 EXP for slaying a monster of your level, and not even a fifth for anything less than that. (as you're usually able to slay weaker things in a mere two attacks or so on average)
-you should use spacebar to examine, you could have it use the pushbutton command to push the examine button.
GM doesn't have a pushbutton command, and with card scripts averaging at 440 lines there's just not enough room to fit the Examine code into them. I know alternating between the mouse and the keyboard is annoying, but I don't see it as something I can change in this game.
also if you could use space to push ok at the end of a battle would be even better
I think I could do this one. What if when attacking the player presses spacebar twice by mistake though, making him miss the battle reward data?
- i need potions. if your worried about the player stocking up on them just add a limit
What do you mean? Should they be more frequent?
-notealert what i get from chests, sometimes the emenies will talk right when i get something and i dont know what it is
I guess I could go back to alerts, but I'm not sure. I was worried about that very problem earlier on, thinking that the player wouldn't know what keys he'd picked up, but I prefer the system to alerts, and it's rare that an enemy speaks right as you examine a chest. Besides, you generally know roundabouts how much gold chests contain on each level after finding one or two.
-why do the female dwarfs have beards?
There aren't any female Dwarves, for the reason that when drawing the sprites I found it hard to distinguish Dwarves without beards and yet hard to distinguish females with them!
-what are the stat differences between races?
None. I wanted to add a few differences to help improve replay value, but the problem is that there aren't much stats to play around with in QoM. There are no player attributes, for example.
-the exp requirement is way to high! and you HAVE to level up before going to the next cave, so sometimes i'll be ready to go to the next cave but i still need 900exp to level up, thats a tacky way of extending gameplay. it slows things down to much, it needs to be lowered at least by 500
Hmmm... rearranging that would require me to change the gold progression rate, (which I'm really reluctant to do for
any reason) but I also think the current EXP progression rate is about right. Both my beta testers utterly destroyed the system, (Sora jumped straight from no armor to the Imp dungeon equivalent!) and it's actually easier than the original system.
I was kinda hoping the last boss would be harder. Too easy, my Hp was at 36 when I beat him.
Wow, you must have had the Vorpal Sword and Aegis Robe right? And possibly a powerful trinket?
Also, when I traveled back to the surface, I was hoping some last bad guy would get really desperate and create a huge boss battle with a great ending. The ending just seemed too mellow, and just ended quickly, not very dramatic.
Yeah, I think the ending needs to be more cinematically dramatic as well. I'll see what I can do.