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Been working on some new content but there isn't really enough to justify an update. Would you prefer small updates more frequently, or large updates but less frequently?

Anything you want to see worked on?

large updates but less frequently, i think it wold help you, for both time to think in someting creative and test for possible bugs

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Ah thanks, I probably will do it like that. 1-2 months per update seems like a good goal to set.
Maybe longer if I'm doing large stuff.

Well, what can I say? Quite an ambitious project with a good idea, a lot of content, but a very unfriendly interface.

I ended up playing on the fact that I broke my arm and the game did not explain to me how to cure it. I hover over the broken bone icon, but I don't even get a description of the effect. It is very strange. I looked everywhere - in crafting, on a workbench, in a stove - nowhere is there any remedies for fracture or something like that. Sleep didn't help either. At a minimum, you need a "help" item in the menu with different items: combat, healing, crafting, etc.

It is also not clear which item gives what. There is no description. Okay, food, but armor and weapons... In the "equipment" item, you cannot remove an element from yourself if there is no other one to replace it. You can't even look at him to read his description.

Kraft. With him, too, not everything is so smooth. Some interior items can be placed by yourself during creation, and some are placed by themselves. And sometimes they can fit inside the wall from above. Also, if you pick up a piece of furniture, then when you try to place it through the inventory, it will also be placed automatically, despite the fact that when crafting, I could put it as I want.

Craft at stations like a workbench. There is no description of what ingredients are needed for crafting, it is simply written "5 arrows". What should I understand from this? Does this require 5 trees? Do you need a stone? No, you only need one tree. But it is not written anywhere.

It is also inconvenient to work with inventory. Things dropped to the ground can be accidentally picked up immediately, because. they fall right under your feet. In addition, you can not throw out all the items at once or several. You can't imagine how angry I was when I got deep into the mine and threw out 50 stones 1 at a time. And this is not even done with one click. You first need to select an item, then click "throw away" and then confirm again.

It is also not clear what the "Bounty" counter is for. A lot of things are not really clear. And okay, if it were interesting to study, but because of the rather poor interface design, I don’t really want to deal with this.

The game has flexible game statistics, age, the ability to pull out an eye, but there is no banal description of the effects or any help at all. Very strange priorities.

This game has huge potential, but something needs to be done about the player friendliness of the game. And I'm not talking about the difficulty of the game.

Hello, thanks for the review. I'll start off by saying that I do indeed read every comment made here, and I take all feedback and criticism seriously.

Some things I can fix, and some things are intentional by design. I'll do my best to address all your concerns:

Broken Arm: You can fix your arm by resting at a bed rather than sleeping. Sleeping is for passing time, and resting is for healing. I also intend to add a craftable elixer that heals broken bones, however it's not implemented currently. The recipes for potions are not listed currently, as experimentation is encouraged.

Equipment: You can actually remove equipment without replacing it with another piece by clicking "Unequip" text that exists for each equipment slot.

Workbench crafting: I've listened to this feedback, and the next version of the game with have a small tooltip at the top right of the interface listing the ingredients required to craft each item.

Inventory / Dropping Items: You could "Destroy Item" in multiples of 1, 10, and 100. I forgot to implement that same functionality to the "Drop Item" option. This functionality will be available in the next build of the game.

Bounty: This counter is increase whenever you commit a crime in game. If your bounty is more than 10, you'll be attacked on sight by guards.

Description: If you press "Esc" to pause the game, it will list a few details of your character, you can also click the scroll to see statistics. Pausing should inform you of broken bones and missing eyes.

Another critically annoying problem - when the message box comes out - the game is not paused. I was killed twice like this. you cannot attack or move at this moment.

I could probably fix this in the next update, but It would need to be tested.

If I set the game to pause every time a message box is opened, I would have to set the game to also un-pause as well, which could be problematic if you're in a menu activating stuff and suddenly the game is un-paused while you're still in the inventory.

I'll look into it, of course I always meant for the game to "keep going" while you were in menus. In the first few versions of the game, there was never a pause at any time, even when looking at menus and such. it was an idea I took from dark souls, that the world wasn't going to stop and wait for you.

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In this case, you need to make a button to quickly exit from such menus.

Is it possible to publish a version of the game without installation? To just download the archive and start playing. I don't want to mess up the registry.

Like a plain file version?

I suppose I could put it in a compressed / zipped folder, is that preferable?

It would be fantastic.

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Alright I uploaded it, could you give it a try sometime and let me know how it works out?

If you keep in mind about the files that require .dll, which are just installed through the installer - I already have them installed, because, I also work on 001.

One way or another, when compiling, Redist001.exe appears in the project folder.

Should I remove some files from the zipped folder?

Hi Dev...can i ask you something?...i always wanted to make a game
(or learn how) but i never know how to start, 
do you have any tips on how i can start?
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Do you have any artistic or creative background? Can you draw digital art?

I would recommend finding a good game engine, something simple but flexible so you can really make a solid first game, or a tech demo. A good place to start is to just try and imitate another game that you like, and then build on your knowledge from there.

Dont Die is actually my 7th or 8th game, It took me a lot of tries before I was comfortable with the engine and had enough knowledge to make a fully fledged game. But I was always interested in role playing games.

I took a lot of inspiration from Stardew Valley and Rimworld.

1. Find a good game engine, I recommend 001 game creator on steam

2. Make a handful of test games with different mechanics to learn the ropes

3. Once you're comfortable with the program, find inspiration and build on it.

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Hi Dev, Do you consder more hibrid variety?

*edit: like, idk... dragon+human? but to make them you need dragon parts and 1 homúnculos?

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or hotkey's for the tomes!

ex: 1:ice tome and a pre selected spell, like ice wall

2 for fire tome and a pre selected spell, like flame trower

and 3: tome of death and a pre selected spell, like curse.

the player can choose the "pre selected spell"

*the UI cold have a tranparency seting

Hmmm, What about if I had a interface that let you pick 5 spells and add hot keys to quick switch to them?

Added a transparency setting for the HUD, it will be in the options on the next game update, (Version 4.7)
:)

Yes. I was going to also in the future add dragon x human crossbreeding.

as well as birds / angels

Nice ( ͡° ͜ʖ ͡°)

hi dev err... how many cities exist in the game?

Depends how you define cities.

There are 3 ports, if you have access to a ship. There's 1 castle. and 3 taverns.

do you plan to add more structures? for example: temples,
 other castles from other "kingdoms?", bandit outpost?.
 a map update?

Yeah I plan on expanding the map in every direction. I have plans for more castles, graveyards and a couple more villages similar to the existing ones.

more islands as well.

hi dev what the dragon egg serve for? like i know we can cook it but... does it have any other purpose?

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Yes.

Try fire spell.

Hows it going? everything working alright?

yes but... i havent played alot lately... 

u know... homework and things like that

Fair enough, good luck :)

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hi dev ehh...  i crashed the game... and lost all my progress can you add an auto save on the next update?

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also i keep running into a problem, some times my character just stop moving and nothing that i can do to solve it, is it intencional?

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Are you getting stuck on an object by any chance? specifically walking into a map that is generating still?

That seems to be the most common, otherwise not being able to activate things can be solved by pausing and unpausing.

as usual, if you're experiencing a bug, it helps to know what you were doing when it occurred.

no, it just stop... the character sometime become very slow then they just... stop, and i have to re-load an older save or erase the file.

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Are you sure your legs aren't being broken? and are you picking up to many objects?

1. Being attacked by large enemies like bears, and being hit by blunt weapons (Club, Mace) can result in broken arms and legs. A broken leg can slow you down greatly, you'll know the leg is broken by a red icon near your health bar or by pausing and checking the left side.

2. You might be carrying to much stuff. Your backpack has a weight limit before it slows you down.

i haven't saw ani icon showing anything about broken bones...

only for broken arm's

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Do you know what caused the crash? What you were doing when the game crashed? I've considered an auto-save function, but I also want to solve crashes as well. of course.

How frequent would you think for auto saving?

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wheat... That i was planting wheat, like A LOT OF WHEAT. that's why it crached, it's my fault...

maybe... every different tile? or a set amount of time like 1 ingame day.

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1 ingame day is about 24 minutes give or take. Seems feasible, maybe just an autosave that goes off each time, and saves to an invisible slot which you can load from if you choose.

How much wheat are we talking by the way loool. like a couple rows? or 100+?

around... 2548? in one spot...

basically 1000+ 

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okay yeah, that's a lot. what the heck were you trying to do with all that wheat?

I recommend keeping placed stuff to like 100 or less per map if possible.

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yeh sound's like a good idea ( •̀ ω •́ )✧

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hi dev, it's me again, about the construction thing...

every kind of construction that i do is always created under my foot, only the workbench, bed, etc. which are not placed on my character. constructions like: necromancer dem, home, campfire, etc. are the ones that are suffering from this bug.

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The den, home and campfire are being place right on you?

I'm assuming you can't move, getting stuck inside them?

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oh, so the campfire, home, and necromancer den are the only constructions that can't be freely placed. that's not a bug.

I did notice getting stuck in the Necromancer den when placed, I fixed that for next update.

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(/≧▽≦)/

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the game could have a bestiary, i think it could be very helpfull

and a different background in the mines,
 to be able to more easily differentiate the stones
 from the ground...
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I haven't considered a bestiary, partly because I never thought there was enough creatures to justify it. But It could make things to easy for the player. part of the fun I think is the unknown.

There are a lot of creatures hiding around in the game, that aren't very common, dragons and unicorns and other things, I think it would be more fun to discover them while exploring.

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i found 2 dragons and a unicorn in a strait line like: dragon tile, forest with unicorn, dragon tile.

now its just: burned place, forest tile, bone dragon.

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hey dev, can you make a guide about the game?

example: 1) about the back ground of the pc

2) recipes, (potions, tools, buildings, etc.)

3) side quests?,maybe a map?

and also, it is very difficult to place things like: furnace, anvil, campfire, etc.

could you make this easier?

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like how you did with the table

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one more thing... how do i "unraise" the dead?


because a zombie chicken killed a part of the town...

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Do you mean placing items from your inventory? or placing them after constructing them? When you use the construction menu it should pause the game and give you a little indicator of where the item is going to be placed.

Tables built this way work the same way as anvils and furnaces and such.

as far as unraising the dead chickens, you might have to just kill them lol. raised dead will seek out living things to attack so it's best to use caution when doing necromancy.

1)placing from my inventory isn't working, the item's are placed on my head or side, i can't those were to put.

2) i cant hit my undead or cast anything on them it just pass troth or does't hit

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This is intentional. placing it from the inventory is different from constructing it.

I'll look into hitting the undead.

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Sure, I could make a guide or a devlog or something with some of that info. I'm not sure how much a map would work since a lot of the content is randomly generated, so it's gonna be different for each player.

if you choose a custom origin there is some background, so I'm assuming you mean the character in the "default" origin right?

yes, and I'm referring to already explored tiles

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The origin for the default player character is that you were a student at the wizards guild, and you became obsessed with your mortality. fearing death you stole a forbidden tome and left for new lands, in hopes of finding immortality. As far as family, friends, or life up to that point, it's up to you as the player to decide what your characters life was like before venturing out.

I could make some kind of map. But I'm not sure how much information I can present to the player through it. Just a generic representation of map zones, like green for forests and a little house for town areas.

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about the backstory, I was referring to something like: a stat bonus, starting equipment, bounty tolerance (example: noble having a higher tolerance than a villager or the default)

(another example about the noble thing is because with the noble your bounty can go up to... >20 and u are fine... but with the default,10 or higher  you're f*ked

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Yes. certain backgrounds already get bonuses. Nobles get extra gold, have a lower bounty. Nobles can also take items from tables without increasing bounty.

Hunters have higher Archery skill, Miners and Fisherman have increased labor skills.

The default player came from the wizard guild, and has a higher magic level than the other origins.

as you can i have only played with noble and default so far...

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https://the-fat-punisher.itch.io/dont-die/devlog/457392/crafting-and-constructio...

Here's a quick tutorial I made.

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what the spells do?

ex: jinx,hex,curse.

all of the dus do a "DOT" an nothing else 

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Jinx, Hex, and Curse are damage over time with increasing power and mana cost.

25 -> 50 -> 100 damage respectively.

What other effects should they have? I considered making curse have a chance to instantly kill enemies.

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A few days to add the finishing touches to the 2.0 updates **

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hmmm.. I've been wondering.. how do i collect resourses? (like wood and stone)
on the last update i couldn't collect anything

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did you hover your mouse over the object and then press space?

i saw this today.. I thought about that while playing XD!! Sorry for the inconvenience😅😅


Also one more thing.. How much mana is needed for the raise dead spell?

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No problem! let me know if you have any other problems. and also if you want to make suggestions feel free. I'm interested in adding the type of content that people want.  I had some plans to rework cooking, with some new recipes, some mining content.

it should cost you 25 mana to use the raise dead spell. Has anything wonky been happening?

It can be tricky to get the hitbox on a dead character, maybe try clicking around on them a little bit.

I could add a tooltip or something to indicate mana costs on spells.