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Let me know which of the listed big features should I give priority to development so that it appears sooner with the updates. 

Not promise that feature will be fully implemented right in next update, but at least half implemented and in priority (depends on feature itself).

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Anonymous (edited)

Comment edits

2023-06-13 03:59:31 Diagonal movement performance optimization, charging spell (hold charge -> release) , spell landing indicator (red circle for example)(for enemies), options for enemy charges (for example 2-3 second charge with animation before it shoots the spell(spell animation)
2023-05-23 07:22:10 Diagonal movement performance optimization, charging spell (hold charge -> release) , spell landing indicator (red circle for example)(for enemies), options for enemy charges (for example 2-3 second charge with animation before it shoots the spell(spell animation)

Diagonal movement performance optimization, charging spell (hold charge -> release) , spell landing indicator (red circle for example)(for enemies), options for enemy charges (for example 2-3 second charge with animation before it shoots the spell(spell animation)

KageDesu

Maybe i miss something important, so let me known in comment

Anonymous

Full mobile device compatibility

Kristina

I really want bow and arrows! Otherwise bombs could be a nice feature, to destroy weak walls and hurt enemies.

KageDesu

I will add all this stuff within time, right now i just want to know what is should be in priority

Robert

*edit: Changed my mind. Top choice atm for me would be Custom UI elements. Voted other. Would like the ability to draw Enemy data from the actors tab. Also the ability to deactivate hp gauges on certain enemies.

Anonymous

I would like the code to be further optimized, it's still a problem with map changes and menu opening on small configs, but all of these choices are amazing. Great work :)