Sorry that it took a few days for me to answer your last post. I was a bit busy with other things during the last few days.
I've had a look on the problem with the crafting system and think I was able to fix it. The fixed code is allready pushed to the git repo, so you can try it if you like.
Now I will have a look at the other problems. I hope it will be no too big deal to fix them as well.
I still have a few questions/comments:
Moreover I can't exit at Debian Linux running through "python main.py". When I push Quit I just get the latest saved game loaded. Pressing "cross" also doesn't work.
Did you try to quit from the main menu? (I never encountered this bug so far by my self.)
Looks like "gems" add strangely. After picking up ~5 gems I still had 1. Then it became 0. In some further time it started increasing again.
Did you die? Dying causes you to loose all your resources.
Spawner bosses look overly powerful (most often completely invulnerable) comparing to other monsters on the level.
Monsters diversity is not very high and hardly changes from dungeon level.
Equal monsters have critically different stats. E.g. 99% are killed in one blow, and 1 of 100 just can't be hit and easily kills the player.
First map orcs monsters are too powerful. E.g. desert beasts (second map, should be more complex) are much more easy to kill.
Monsters spawn on a random level between which is determined by the depth they spawn on (lvl+1 to level+4) and they choose a attribute to rise for every level randomly as well. Maybe I should determine the monsters level based on players lvl instead? A little tip: If you have problems to kill a monster with the sword in the hand try to shoot it with a magic weapon.
Some warning should be issued when some stat (thirst, hunger or tiredness) is low, because the character just dies abruptly and it takes time to understand what has happened.
Right! Maybe a red "WARNING" in one corner of the screen.
Looks like I can save/load game on Roguelike. Is this correct?
Yes. You have to be able to brake the game. But your save files will be deleted after you die. (I tried it out and it worked)
Eventually I just ended up with not knowing what to do with cursed equipment. No idea, what most of items do, including question "which is better", e.g. holy tin +1 or normal copper +2? So any sort of information would really improve playability of the game. Ordeals? Rune staff? Potion of Thirst? What do they all do? What do the character's stats mean? What do spells do? What is chalk for? Any use in tunics/hats/wings?
The game really needs a manual.
What is the aim of the game? Is there anything interesting on the 99th level of the dungeon? Or it's just random to infinity to get some gems and ore? What's the idea behind non-hostile mobs, they just stand in the way.
There is no aim. Just a open gameworld to explore.
The game world is not infinite (Just five underground levels). On the deepest level of the dungeons you can find a chest with a little reward.
Non-hostile mobs can be villager NPCs or shopkeepers and are just for decoration. Or do you mean the animals like bats or rabits? They can been killed for meat.
Overall map is absolutely unreadable.
Do you mean the one you can call from the brake menu?
It is very inconvenient to be forced to switch weapon/axe/pickaxe all the time. Maybe at least give some fast buttons to (e.g. 1-weapon, 2-axe, 3-pixaxe)? Or just automatically chop wood/pick rocks when the tool is available in the inventory.
Nice idea!
P.S. I can write video replays. No use for those to other players, but might be useful to you as the developer. If you need those, ping me.
It looks like the most problems you had are usability issues. The best way to fix them for me would be the possibility to watch some person play and
see the problems this person encounters. So, yes! A video replay really could help me a lot.
Thank you so much for your reports so far. This helps me a lot.
P.S:: I will try to fix the heavy bag crash as soon as possible.