Thanks for making this quest. I had fun playing through it. Good dialog and challenging fights. Here are a few notes I took while playing. Some of these just might have been temporary bugs or glitches on my side. They might not be an indication of a problem.
When I returned to Robert after collecting the ingredients there was nothing to put them in. I was just interacting with open air and Robert wasn't there. He poofed into existence after I put everything in the basket. This might have just been a temporary bug.
With the entrance to the demon lair, I could see through the map behind the gate. If there is space in the map you might put a room behind the gate. Again, this might have just been a bug on my side.
The teleporters, one at the broken staircase and another later in the dungeon. There was nothing to click on. Maybe a bug.
The dungeon felt a little sparse. Some more decoration could liven the place up. It's a demon lair so maybe some dark shrines, torture devices, demonic statues etc. The final boss seemed a little anti-climactic. After fighting some of the re-costumed ogres already, the final boss just felt like another ogre. Maybe change his encounter type to another solo boss type encounter and/or give him a couple of minions.
Pretty sure the missing basket, teleport and misplaced door are only you, mate. I've run this on my charas and the object are there and other people never said anything.
The final 'boss' is not really a boos, so I didn't want to make it too hard. Too bad that only three stars though
caustic8, I'm sorry, but your quest is just undoable for solo cleric near lv60. I died FOUR times at second encounter, despite spamming pots and cleric companion. Unless the difficulty changes I don't feel like I can move forward in it at all.
caustic8, I'm sorry, but your quest is just undoable for solo cleric near lv60. I died FOUR times at second encounter, despite spamming pots and cleric companion. Unless the difficulty changes I don't feel like I can move forward in it at all.
Wow, I didn't realize. I've played it through with a 10, 30, and 45. I wonder if others are running into the same issue. Thanks for letting me know... I'll see if there's anything I can do.
I am generally interested in more off-the-wall stories, but I do appreciate the simpler approach, when it's well-executed. Like this quest. Just a man looking for his son. Although of course there's more to it than that.
Every map and environment was laid out and decorated nicely. I don't really have a lot to suggest, looking through the thread it seems like most issues have been detected and fixed already. Perhaps a little extra backstory for the major characters would be helpful, although with this being a part one it may already be in the works.
You may wish to take another look at the "blood trail". I remember when I first read that, I was intrigued to see how you did it, but I didn't notice any blood in that room (it may be there, but I didn't notice any before getting distracted). After leaving that room into a hallway, I did see the blood stains, but as someone mentioned earlier, it is a weird effect and does appear to be, "fighting the floor". Not sure if there's a better way to do it or not.
So I just ran your quest and enjoyed it. I am interested in seeing where the story goes from here. Looks like you already have gotten some valuable feedback, here are a few things I noticed and some suggestions as well.
In your tavern, I believe in the main room.. maybe a hallway you have a suit of armor that is embedded in the wall halfway, you may want to go into 3d edit mode and pull that out a bit.
Tavern could use some more NPCs and some background noise, music, abience or something. The hallways leading to the bedroom in the pub is also a bit sparse, maybe add a few paintings and a few more objects on the way there.
You may want to add a couple more encounters to your outdoor map. Perhaps just a couple solo elites on a wide patrolling path that goes through all your quest objectives, that could add a bit of randomness to the battles at those points or if not an elite perhaps just a standard patrol or two.
In the dungeon I would make some of those mobs roam a bit or some idle animations (Something I need to do as well in my dungeon) and perhaps just a few more details throughout (overturned tables, some broken items etc).
If you have not run Wayward child yet, this next BIT IS A SPOILER!
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At the end you ask the child to wait for you at the entrance and then you leave through the portal. That poor child is likely still standing there waiting for the hero to come back and escort them to safety, have a heart and bring him with you!
lol,
Overall I enjoyed it, +Sub and looking forward to seeing the next part, if you have some time I would love more plays on mine, it's in the sig
Hey Eskarine. First-time author here, too. Some small fixes that I saw:
--initial dialogue with Robert: the word "the" is missing (...edge of the forest...)
--in the forest near Robert's home (coords 111, 204) sticks are clipping through a tree trunk; same map (cords 83, 375) sticks are floating off the ground (curse you, sticks!)
--meeting with Nikolai: his name is misspelled as "Nikokolai" in the dialogue
--battle with demon leech: dunno if this is just me, but the normal clang/swish of battle wasn't audible. I'm wondering if his placement over a noisy fire FX is overriding battle sounds.
--I'll second the suggestion to add ambient sounds/chatter to the tavern.
--dungeon could use some dirtying up...torture devices, knocked-over tables and weapon racks, cobwebs...
I thoroughly enjoyed the battles, and the design of the final chamber.
The Green Zone (NW-DP66H66F6): Train at a top-secret Goblin military installation. Hive Mind (NW-DN9YKEVUS): Get inside a crashed alien ship to discover its purpose. Absolute Zero (NW-DOVUXHT8P): Activate a massive teleportation machine to pursue an evil mastermind.
Comments
Pretty sure the missing basket, teleport and misplaced door are only you, mate. I've run this on my charas and the object are there and other people never said anything.
The final 'boss' is not really a boos, so I didn't want to make it too hard. Too bad that only three stars though
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'A wayward child' is currently taken down for upgrades
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'A wayward child' is currently taken down for upgrades
Wow, I didn't realize. I've played it through with a 10, 30, and 45. I wonder if others are running into the same issue. Thanks for letting me know... I'll see if there's anything I can do.
I knew there was one other thing, must have forgotten to note it down.
The Basket wasn't there for me either.
All The Best
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'A wayward child' is currently taken down for upgrades
Every map and environment was laid out and decorated nicely. I don't really have a lot to suggest, looking through the thread it seems like most issues have been detected and fixed already. Perhaps a little extra backstory for the major characters would be helpful, although with this being a part one it may already be in the works.
You may wish to take another look at the "blood trail". I remember when I first read that, I was intrigued to see how you did it, but I didn't notice any blood in that room (it may be there, but I didn't notice any before getting distracted). After leaving that room into a hallway, I did see the blood stains, but as someone mentioned earlier, it is a weird effect and does appear to be, "fighting the floor". Not sure if there's a better way to do it or not.
Very well-designed, looking forward to Part 2.
Code: NW-DJ5BFT52F
Author: @oortexplorer
Now eligible for Daily Foundry!
In your tavern, I believe in the main room.. maybe a hallway you have a suit of armor that is embedded in the wall halfway, you may want to go into 3d edit mode and pull that out a bit.
Tavern could use some more NPCs and some background noise, music, abience or something. The hallways leading to the bedroom in the pub is also a bit sparse, maybe add a few paintings and a few more objects on the way there.
You may want to add a couple more encounters to your outdoor map. Perhaps just a couple solo elites on a wide patrolling path that goes through all your quest objectives, that could add a bit of randomness to the battles at those points or if not an elite perhaps just a standard patrol or two.
In the dungeon I would make some of those mobs roam a bit or some idle animations (Something I need to do as well in my dungeon) and perhaps just a few more details throughout (overturned tables, some broken items etc).
If you have not run Wayward child yet, this next BIT IS A SPOILER!
-
-
-
-
-
-
-
-
At the end you ask the child to wait for you at the entrance and then you leave through the portal. That poor child is likely still standing there waiting for the hero to come back and escort them to safety, have a heart and bring him with you!
lol,
Overall I enjoyed it, +Sub and looking forward to seeing the next part, if you have some time I would love more plays on mine, it's in the sig
Dreamscapes Campaign
I. Darkly Dreaming / NW-DPSH505XY +Daily Foundry!!
II. Shattered Dreams / NW-DGARDHDR7
--initial dialogue with Robert: the word "the" is missing (...edge of the forest...)
--in the forest near Robert's home (coords 111, 204) sticks are clipping through a tree trunk; same map (cords 83, 375) sticks are floating off the ground (curse you, sticks!)
--meeting with Nikolai: his name is misspelled as "Nikokolai" in the dialogue
--battle with demon leech: dunno if this is just me, but the normal clang/swish of battle wasn't audible. I'm wondering if his placement over a noisy fire FX is overriding battle sounds.
--I'll second the suggestion to add ambient sounds/chatter to the tavern.
--dungeon could use some dirtying up...torture devices, knocked-over tables and weapon racks, cobwebs...
I thoroughly enjoyed the battles, and the design of the final chamber.
Hive Mind (NW-DN9YKEVUS): Get inside a crashed alien ship to discover its purpose.
Absolute Zero (NW-DOVUXHT8P): Activate a massive teleportation machine to pursue an evil mastermind.
Now featured!
'A wayward child' is currently taken down for upgrades