Improvements for The Slormancer, sharing ideas

Ideas for improvement

The Slormancer SlashingCreeps Logo under menu

The Slormancer Improvements: A list of my ideas and yours that I'm sharing with the Slormite Studio developers!

Design No Rest For The Wicked
Test No Rest For The Wicked early access, is it right for you
Lexicon and acronyms Gamer and Hack and Slash by SlashingCreeps

Preamble

After more than a hundred hours on The Slormancer Early Access, I've been brainstorming a few ideas to send them to Slormite Studio. The objective is to have ideas that do not go beyond the framework of the game, that is to say to avoid causalizing it, I think The Slormancer is made to be a rather complicated game, nor to distort it either. For example, I would avoid an idea of ​​improvement that would involve having more than two basic skills. Obviously, this list is subjective.

You can of course share your ideas, they will be added at the end of this article!

Improved quality of life

Here are some ideas to improve comfort when playing The Slormancer:

  • Automatic sorting of inventory and stash: with all the slormites and slormandrites it would be much easier
  • Special slot for materials: An inventory of materials would be really appropriate, this would avoid saturating the inventory very quickly, especially since it is currently mandatory to collect common objects
  • Filters: In order to avoid having the screen polluted with too low third party items and slormites that we don't want, and associated with the recycling modification below.
  • Skill Stats: be able to choose a skill and display tab stats on it
  • Location of classes: Classes are in three different places, which doesn't necessarily make a lot of sense and is not very practical to quickly switch from one to the other

Recycling and craft change

One of the problems is having to pick up gray objects, which in late game is not very exciting. There are several possible ways to solve this problem
That each item gives a fragment of the lower thirds, for example a rare item gives basic, magical and rare fragments
A fragment conversion system
The interest would be that collecting objects of a greater rarity is always more interesting, which is not necessarily the case here.

Spell experience

As a reminder, you gain experience as soon as your spell hits a creep (or when you cast during combat for dodge spells for example), limited to one point of experience.
Even if the basic principle is quite interesting, it mostly encourages playing full attack speed to level up our skills, which limits all leveling builds, or forces you to take an extremely long time to level up your spells.
One way to solve this problem would be for the spells to gain some of the experience you have.

Make you want to play even more

Even if as soon as you cut The Slormancer, you want to go back, potential ways of improvement for the game:

  • Playable in 2-player co-op: well I know it's more of a request to Santa Claus, but imagine being able to play with a friend in the game! It would be just insane, even only locally I take! The possibilities of the duo game would be really interesting, given the number of possible builds. An aggro tank and AoE fast clear, an MF support character, etc!
  • Drops that are worth it: Crucial thing in a Hack & Slash, the drops! And while catching Legendaries is pretty cool, in general I find the drops pretty limited. We do not find this effect of "waaa you saw look what I dropped"
  • Reward the levels: Currently moving from one level to another during an expedition does nothing, except to avoid having to re-load an expedition, which remains of limited use! One could imagine a gain of% loot or experience against an increased difficulty, which would allow to change the end game a little, to "simply" fill your inventory, leave the loophole and start over. One could also operate for example by 5 or 10, with a gross gain of 10% of quality of object every 10 stages.

Competitive system

Several forms exist to be able to "measure oneself indirectly" against other players, which could give the game a bit of spice! The problem is of course having cheaters on indie games, which are still very complicated to control, even for big boxes. But here are some ideas:

  • a chrono system, to see how long it takes to clean a bearing
  • a push system, go the farthest level without dying
  • a system for sharing achievements

Interaction between characters

Having such different classes is pretty cool! But I personally find that it lacks a bit of interaction, it feels like you have three different unrelated characters, which in my opinion is a bit of a shame. We could possibly think of:

  • to hire the other classes as a mercenary, possibly with a nerf or reduced kit
  • to have a common tree at the global level of all classes

Viewer ideas

Here is a recap of viewer ideas, do not hesitate to continue to suggest! Thank you for all your ideas 🙂

  • change the color of the fragments drops - BeardWise
  • make the basics of stats (life, damage, etc.) incraftable to limit the "craft only" style - BeardWise
  • drop specific to zones (some stones on prison only for example), same as legendary - BeardWise
  • more differences between zones for creeps, like one with more elite and the other with more density for example - BeardWise
  • improve the interface to return to town or change levels, to avoid missclick -D2vil
  • allow a partial reset of skills, even if it means increasing the price - Pixap
  • an armory system to save build and skills - Pixap
  • an additional class, thief or assassin style - Misarte
  • improve the auto-target with the controller, which can be frustrating -Micky8
  • have a daily system, depending on the class or type of skill to use - nosyboy
Alchemists SlashingCreeps

Do not hesitate to share if you have any ideas, the only limits are that these ideas must neither casualize the game nor distort it, just to stay in the vein of it! I'll update the article with your ideas, and share them directly with Slormite Studio!

By Alchemists, April 2021

Subscribe
Notify of
0 Comments
Inline feedback
View all comments