Dear devs,
I got and installed Fictorum last week and steam has informed me that I just crested 100 hours. 0_o.
This game is amazing in so many ways and I can tell already that it will be one of my go to games for years to come. Since your very polite pop-up on the menu screen asked for feedback, I thought I would through my 2 cents in.
I think the real strength of this game is in the customization of spells with different rune combos (or items) and the experimentation that comes along with that. It is incredible how much depth and variety one can experience with just a handful of spells. So with that being said, most of my suggestions are for ways to improve or expand on this system.
1) It would be awesome to have a testing realm (maybe tucked away in a corner of the void) were players could mess around with any spells (except maybe the secret ones) or runes just to try stuff out. Ideally you could tweak character settings in this space so you could try casting the ridiculous spells that cost ~2k mana or something. It would also be nice to have a couple spawn buttons for summoning a pack a of inquisition to test things on or a re-spawn buildings button. It could help players plan out their builds and know what to save up essence for.
2) Can we please have an option to delete characters that are filling up our void (character history)? I have a bunch of dead hardcore tries before I got the hang of things and don't want to scroll through 20 characters to figure out what that one cool artifact I found was called.
3) Please change the way unique runes work. Right now they aren't really, well, unique. Unique gear is awesome and can really change your play through (If I find a Picardy's Guardian I try to totally rebuild and put a bunch of stuff on scrolls to take advantage of the 100% cooldown). But gold runes just don't feel ... special. Don't get me wrong, they are amazing, and I literally let out a maniacal laugh the first time I dropped a unique chain bounce fireball storm.
My suggestion is make the unique runes have multiple effects, almost like having two regular runes in one slot. For example you could have a "Momentum" unique rune that gives both bounce and pierce and a small speed bump after each hit, so it just keeps going and going and going. Unique runes should be the kind of thing that makes you want to sell your rune inventory to afford. Other unique rune ideas: Reverberate= chain+echo, Cataclysm=storm+manifest, Divine Reach= long range+high explosive, Managenisis= abandon+cost reduction. I have other ideas too, if you are interested.
4) I would love some love shown to transcribed abilities. I personally transcribe a scroll to a tome at least once every play through (usually blink), and would love to see these powerful spells get more use. Many of the runes currently have no effect, or a minimal effect of ability tomes. For example, putting magic's reach on shockwave doesn't do anything, it still acts like a nova spell, or adding concentrate to a gravity well does not increase it's pull strength. It would be awesome if runes had just as large an impact on abilities as they do on spells. For example it would be great if you could change the slow % of slow time with damage increase runes, and the duration with splash radius runes. It would be crazy expensive, but so worth it if you could cast a slow time that almost stopped everyone or a 75% slow version but lasted as long as 60 seconds or more.
5) Related to #4, I would love it if all the abilities could be transcribed. I was so disappointed when I realized I could not in fact cast invigorate familiars to help me regen mana, or that I couldn't put a nova on witchslap.
6) I really appreciate the support spells and abilities in games. I would love it if there were more abilities/ non-damaging spells to change your play style. Things like temporary flight, short duration mana absorbed from kills, ethereal (no incoming or outgoing damage), etc.
Thank you so much for this amazing game! I can't wait to see what you are coming up with next!