A game of fantasy guild management! In It's A Wipe! you assume the role of a guild leader within a fantasy game world. You must recruit other players, lead them to victory against increasingly difficult odds, and make sure that your group remains happy enough to stick with you! The game is done in a style reminiscent of old school role playing games. While the 'game' within It's A Wipe! is supposed to represent an on-line game world, this is really a single player game. The game play is a mix of strategy, in that you need to figure out an effective plan to beat the encounters, and management, in that you need to balance the various needs and desires of your team of players. We hope that you enjoy the game!
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Feedback and Ideas Welcome | Post Reply | |
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Jul 13 2013 Anchor | ||
Hello All, Turning this thread into a bit of a State of the Game, as well as looking for ideas on how to improve it. If anyone has any feedback or ideas for improving the game, please let me know! * Known Issues*
*Improvements/Enchancement suggestions*
Edited by: ParodyGames |
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Jul 21 2013 Anchor | ||
I only tried the demo so far obviously but what I would like to see is more options in the town like buying a castle for the guild or a horse (it doesn't need to have a function in game but maybe give the character a mood bonus). I'll give more feedback after the game is released and I get a chance to finish it. Whatever you do, keep up the humor in the game, it's a big plus. |
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Jul 21 2013 Anchor | ||
Good suggestions and thank you for posting some feedback There are actually mounts you can buy, though they are on the next page of the listings. There is a revamp to the buy and use item UI's in the next build which should make it a bit easier to see. The new version should be up shortly with any luck. The Guil Hall is a good idea, and something that we'll look at adding. |
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Jul 27 2013 Anchor | ||
I'm having fun with the demo and will most likely purchase this. A few minor issues: Also, while in fullscreen mode with multiple monitors the mouse isn't bounded to game. Hardly a show-stopper since there's not any edge scrolling or anything going on here, but it's become expected behavior while I'm in a fullscreen game and it seems odd to see the mouse floating around on my 2nd monitor from time to time. Combat messages seem a bit cluttered mixed in as they are with the flavor text. I suggest something like "St4bM45ter tells the raid 'Sorry guys, had to deal with the pizza guy.'" possibly in a different color or window, might play a bit better than the current "St4bM45ter went afk this turn" format. I'd like to see the actual morale numbers when distributing loot in addition to the smiley faces, it seems strange that I can see them before the fight and immediately after the distribution but not right then when I need the information. Along those same lines, when I'm deciding on an action it might help to see some sort of counter above a character's head if they have a cast in progress, as this information rolls through the log rather quickly. Something like this might even already be there and I just never noticed it.. hardly critical Again having a blast with this so far and glad I stumbled across it. |
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Jul 27 2013 Anchor | ||
I'm glad that you are enjoying the game! I will add a note of caution, that at the moment the full game being distributed by Desura (as of 12 hours after release) is not the correct version. I've been trying to contact them, but I'm not sure how long it will be before the up to date build is available on here. Hopefully soon! I'll post a comment and update the description when that is fixed. For wide screen, this was actually something that I've been meaning to address. In testing, we found that when switching to full screen it would keep the wide or non-wide formatting. However, if your monitor didn't support wide screen and you switched to full wide screen it would crash the game I'm going to go take a look at adding Full Wide Screen support in the next update, but I want to make sure that I get in a clear warning that if your monitor doesn't support Wide Screen format the game may exit. Heh, as poor indie developers we didn't actually test using two monitors as neither of us actually have a dual screen set-up. But, thiss sound like a core engine issue so there may already be a community fix for this. I'll try to take a look and see if I can improve this functionality. Thank you for the suggestion. It wouldn't be too big of a change to set flavor text as a separate color scheme. We'll take a look at it. For Morale numbers, you should be able to hover over any of the morale icons and get a tool tip with the actual value There is a casting timer display that appears over a characters head when they take their action. Though, if the text is going by too fast to read it might be hard to catch this as well. Maybe we can add something so when you use the View option in Combat people currently casting will have some sort of indicator to make it a bit clearer. Thanks again for all the feedback and ideas! It will give us some stuff to look at for the next version |
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Jul 27 2013 Anchor | ||
Yeah, there's definitely some wonkyness with the resolutions... the game opens in a tiny window but when I check the options 1920x1080 is still selected and I have to toggle it to something else and back. It also sometimes crashes when a fight starts looking like it's trying to change into full screen and throwing a "mode not supported" error. I figured most of this is on the fault of the Torque engine and my 2 monitor setup could be confusing it further. It's stable enough when I just quit messing with it. I see the casting indicator now.. I'd definitely prefer if it hung around somehow. I just got two pieces of the same cleric loot from one fight, but assigning the first piece made cleric #2 unhappy. I assume code-wise these are probably just one-offs in a loop but it might be worth your time to fiddle with this a bit. One last thing, your forums page showed no forums existing until I created/activated an account. You should consider changing settings such that guest users can at least view the forums and/or create a public..a lot of people won't want to create yet another forum account just to check up on a game demo or see how well-supported it is.. as it stands it just looked kind of broken until I created an account or as if nothing had been configured yet. |
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Jul 27 2013 Anchor | ||
Thank you for letting me know about the forums. I think I've fixed the guest access to allow for view only. It's been quite a while since I've been on there without having it auto log me in :o I was able to reproduce and resolve the issue with it incorrectly not starting in 1920X1080 (or 1280x720) mode. I'm going to try to get a patch out for this early next week, along with any other quick fixes. At what point is it crashing when the fight starts? After the little banner text comes down? What settings does this occur with? Not sure if this is fixed by the above chage I just made, but I would like to look into it further. I'll see what I can do about a casting indicator. Maybe we can get in a nice visual indicator to show casting status a bit clearer. Loot drops are randomly generated as they are awarded, but it would make sense if the morale loss was reduced on the person originally skipped. In my mind, you as the guild leader are just rattling off loot assignments. So, when someone else gets something first, it does offend the ego of those passed over. Still, if they get it right after it probably should soften that blow a bit. I'll take a look at tweaking things a bit |
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Jul 28 2013 Anchor | ||
Is there a particular method to effectively using primary tank switching? I had expected it to allow switching between which tanks a mob attacks however right now it seems like a mob will focus on the first tank to attack it until either it or the tank is dead, even if primary roles are switched mid fight. Also a bug at fight starts: When assigning primary targets for dps, if you adjust the priority list for one dps then switch to another dps to assign a target the two initial targets switched meld together on the selection screen Screenshot: |
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Jul 28 2013 Anchor | ||
Tanking is primarily about threat. The primary tank generates threat at a slightly boosted rate. You may need to take the former primary tank entierly off as tanking a mob for a turn or two for the new tank to build up enough threat. Gear also factors into this, as a better equipped tank will build threat at a greater rate overall. Granted, maybe when switching primaries the new primary should get a little initial boost to agro to help make it more effective. I'll take a pass through threat again when I get a chance. The DPS screen is fixed in 1.01, which I will be uploading tonight. Though, it may take a day or two for Desura to approve and post it for people to download :/ |
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Jul 28 2013 Anchor | ||
Is there a way to view the "threat" a player has created? Tanks traditionally have one or more means to force themselves to the top of a threatlist even if only for a short while. Perhaps offering an active ability for a tank to force a creature for a turn or to have the tank automatically use the ability rather than attacking if they're primary on a creature that is not targetting them would be helpful. I have found switching a tank to dps does seem to drop their threat a lot faster (or let the other tank catch up faster) however that then can mess up healers properly targetting the now dps tank as they may be dedicated to tank healing. Of course that can all be changed mid game but with only one alteration per round it can make that sort of effort pointless (by the time things are reconfigured you need to switch tanks again) Another bug: Edited by: apollobunny |
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Jul 28 2013 Anchor | ||
There is currently no way to see threat numbers. I was going for a more pre-Omen style, like classic WoW or EQ where you have no clear threat indicator. What I was thinking of doing was when you manually reassign a primary tank, he does an automatic taunt and gains some additonal threat on that target. Making it an activated command would be a little more punishing, because it would require and additional round (switching tanks then telling them to taunt). And, yes, switching a tank to DPS will cause him to generate threat at a much lower rate. As noted before, taking him off of the target entierly should also drop his threat a bit quicker. You should be able to click on the blue Morale text from View Guild Members or Daily Chat to see the detailed information. Where else were you viewing this information before? I'm guessing I may have taken the tool tip off when redesigning one of the menus... But, where else would you like the info presented? I can always take a look at adding (or readding it). Okay, getting back to coding 1.01 so I can get it out to everyone |
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Jul 28 2013 Anchor | ||
I'll double check on the morale information. I seem to recall it functioning as a tool tip when mousing over the player name or morale icon but it is also possible I just imagined it. However...it would be nice to have that information easily accessible. I have also noticed that warriors even while in DPS mode have their AoE threat occurring. This causes a bit of problems when fighting multiple creatures where I intend to only have one functional tank and I plan on just having the warrior dps that fight. I've actually had my dps warrior effectively obtain aggro even if not directly attacking said creature. |
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Jul 28 2013 Anchor | ||
As I said, let me know what screens you think they might be helpful on and we can look at adding them I took a quick look while I was working on the 1.01 fixes and they shouldn't be gaining AOE threat when in DPS mode. I'll double check tomorrow to make sure I didn't miss something (always possible, which is how a lot of these things happen in the first place Edited by: ParodyGames |
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Jul 30 2013 Anchor | ||
Tried the 1.62 demo. Screen modes still unstable. The new wide mode looks good. I save as default, quit, reload.. widescreen again, woot. Load my save up... BAM back in windowed mode. Set up my fight, change mode back to fullscreen, start combat and crash with a "TorqueGameBuilder process was forced to terminate" type message. Possibly something screen-size related is being read from my save game rather than globally? |
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Jul 31 2013 Anchor | ||
Options are saved per into Save game files under the theory that a couple people might play on the same computer and want different settings. The Save As Default just sets it as the base value when loading and starting a new game. Do you remember exactly where it crashed? Was it moving from the raid row assignment to the fight opening sequence? When you were confirming the turns order? Somewhere in between those things? Crashes that I can't seem to reproduce annoy me to no end, and I would like to try to track down the problem. |
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Aug 1 2013 Anchor | ||
hello and thank a lot for this game! I just begin a new game now, but i have one question : can we recruit all members we want? it will be good if u make a popularity system for the guild, which can unlock some new class, players with better skills or perks. |
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Aug 1 2013 Anchor | ||
Thank you for trying out the game Yes, you can recruit all the members that you want... from the population of raiders looking for a guild. If you recruit more than the number that you can take on a raid, you will be force to have people sit out. If they don't get to raid enough, they may get unhappy. Of course, some people get unhappy if they are forced to raid constantly... so it may work out It can add a bit more for you to manage as the leader if you do recruit everyone. Thank you for the suggestions It does come down to a matter of time, money (at least where anything involving new art is usually concerned), and interest. Right now, we are trying to focus on fixing any bugs that people find... and making any minor enhancements that aren't going to take too long for us to whip up. We may look at adding bigger things in the future once we've gotten all of the initial kinks worked out. |
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Aug 2 2013 Anchor | ||
[Bug] Insect Temple - Prophet Dung-Beetle (unkillable) Step 1) Fight starts as expected, when he gets down to 3,000 hp he splits. Kill the split mobs and he reforms at 3,000 life....all good so far It's an infinite loop making him unbeatable. [Request] - Morale adjustments a) Items cost a significant amount of money but only provide a few morale points So a few suggestions: 1) Make morale boosting items droppable in raids. Low level ones common and more expensive ones rarer or only possible at end bosses. |
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Aug 2 2013 Anchor | ||
The Prophet Dung-Beetle mechanics are working appropriately. I tested it a couple of days ago to verify. That set of raids is one of the harder and more mechanic driven ones. Granted, the fight after that one was not working appropriately until the current release (1.02). There's also a thread on the official forums discussing how to beat this fight, though no one has posted the answer publicly. I do know that a couple people have figured it out Balancing morale is one of the trickier aspects of the game. Especially on modes other than PVE! Not getting too into the math or morale, but a lot of the things you are suggesting are in fact already in place. Perhaps not to as high a degree as you are suggesting, but a lot of these things do get taken into account when calculating morale loss. I can take another look at the numbers when I have some time. Though, raiders can be a whiny bunch Morale items as loot is a good idea. They were added after the initial loot tables for gear was already done, and didn't really get looked at for inclusion after the fact (other than orbs, but those were there before morale items). I can take a look at shaving a few percent off some items to add them as rare raid rewards. Thank you for playing the game and making suggestions on how to improve it! |
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Nov 2 2013 Anchor | ||
I bought this a couple days ago and like it a lot. #Edit Otherwise I'm quite happy with the game itself. Additionally, maybe for a larger update/expansion, different speccs for every class. Bard definetely needs a redo though. The small random buffs paired with very low damage output isn't worth it. Even if I get the right buffs at the right time (which usually isn't the case), the buffs are too small to compensate for his dps. Edited by: Dheyjin |
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Nov 20 2013 Anchor | ||
Posted a small update to try to address the freezing issue. Let me know if it works any better for you. Thank you for the suggestions! It's mainly a matter of having next to no free time right now to work on things I've had a small enhancement started for a month or so now that I haven't gotten a chance to really finish. |
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Dec 10 2013 Anchor | ||
i have same problem.=( |
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Dec 25 2013 Anchor | ||
Which version are you using? There may be an update you will need to download to address that issue. |
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Dec 28 2013 Anchor | ||
i played in 1.08 version. right now update to 1.09 may be it helps:D just tried to kill prophet in 1.09 game still freeze:( |
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Dec 30 2013 Anchor | ||
If you could, send a detailed description of when it is freezing during the fight to support@iawgame.com . At worst, I can try to send you debug files and you can send me the logs to try to figure out why it is hanging for you. |
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