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A jam submission

Stranded SkiesView game page

Crash on a floating Island.
Submitted by Tomodev — 2 days, 23 hours before the deadline
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Stranded Skies's itch.io page

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Comments

I made it up Trainwiz, and that seemed like the end of the demo.

I didn't find any obvious bugs, so that's good. I was able to scare a skeleton into jumping backward off a cliff, and the strong skeleton in the temple at the beginning got stuck on part of the terrain one time. I think that was it.

The art style feels authentic. As for the combat: even though it's just a demo, I would suggest adding some feedback to the attacks (particles, sound). It's hard to tell when you land a hit/parry or when you take damage, so it's hard to evaluate whether the combat is fun or not. I think I was able to parry the kobolds, but the combat feels unclear without a little more polish.

Good luck!

Submitted

Hey, cool game world you are making!
Nice style, cute lowpoly models, comfy textures.
Didn't have any problems with combat, tried out a two handed staff/mace-like thing and a bow. What I noticed, your arrows fly straight forward in its direction, was it intended to work like this, or is it planned to add trajectory to arrows with a gravity later in development?
Colors are bright and beautiful, but eyes got a bit tired of that combo of lowres imitation and highly saturated colors and high contrast. Also, water flows are too flashy a bit.
Mobs are cute and SOVL. Overall I like your animations.
Also you could try to get some inspiration on mobs and their animations from old game Ecstatica, your kobolds gave me that vibe a bit, or I just got my boomer-like flashbacks out of the blue.

Developer(+1)

Thank you for playing.

Projectiles are intended to just fly straight forward, I'm to bad myself to adjust for projectile falloff, but I should be able to add it in quite easily if people prefer that, maybe I'll try it out for next DD.

Your Eyes shouldn't get tired of the graphics, I'll try to improve on that and the Waterflow thank you very much for that.

I'll be sure to look at Ecstatica, inspirations are always helpful.

Thanks again for playing!

Submitted

Killed a bunch of dinosaurs! All the weapons started at spawn so i chose a few and killed everything i could. I like all the different weapons and combat feels really good. Gives me good ps2 vibes that i enjoy a lot. I would like to see a faster way to travel such as shift run since the world is kinda large. Also a full health on level would be nice. And finally backing up certain enemies into walls gets them in a state where they try to dodge but can't and get easily killed, not sure if intended. The world is vast and beautiful and I enjoyed exploring it! Also picking up items felt right so keep that how it is for sure. Look forward to more progress from ya tomodev :) 

Developer(+1)

Thank you very much for playing, glad you enjoyed it!

Beautiful atmosphere. I thought that the combat wasn’t engaging. I think the player’s moveset feels fine, but its really strong compared to enemies, due to your very high mobility.

I think the easiest fix would to just increase the range of all enemy’s moves a lot and to let them move while attacking. If the hitboxes go outside what makes sense for the model you could offset that difference with vfx.

I think tuning the enemies to have more dramatic, large, complicated attacks would close the gap the best. Charge attacks, jump attacks, spin moves, etc. I would inflate the hitboxes to sizes large enough to be difficult to jump out of. again, If the hitboxes go outside what makes sense for the model you could offset that difference with vfx.

Bug: after taking fall damage and entering the prone state, I tried to get up by holding forward and jumping. I remained prone, performed a jump, and then fell out of the world

Developer

Thank you for playing, I'll think about adjusting Enemy attacks.

Submitted

Visually I really like it. Gameplay wise it kind of reminds me of Gothic, but truth be told the combat itself needs some polish. I'm excited to see what you end up doing with it.

Developer

Thanks for playing! Anything in particular you think could use the most improvement in the Combat?

Submitted

I'd say something like combos? Moves that feel more different than just an animation change? It's kind of hard to say. Admittedly I didn't realize there was a block button until afterward. I'd need to pick it up again to get another look at it.

Submitted

Note, I was testing on the Linux build used "pinkturtle-wip-linux.zip" . I tried "pinkturtle-wip-linuxaarch.zip" as well, but that one gave the error "Exec format error". Google is telling me its cause by running an executable for the wrong architecture? Either way, The first one worked fine for me, and I dont thing any bugs I found due to running the  linux version. Let me know if their is anything I dont mention below that you want me to text on linux.


For the combat, I dont mind the "timed block and then attack" style you seem to be going for. But (and maybe im just doing something wrong), but it feels like the weapons need a bit more reach? Especially when I was testing fighting vs the lizard. With shorter weapons the combination of the backstep when blocking and the enemy backstep when successfully blocked makes too large of a gap to swing and hit with some weapons.  Worked well when I used the berserkerblade though. Note I havent played the Gothic games which I believe your mentioned being inspired by for this game.

having some sort of "loot all" would be nice. Having to loot each individual coin off Adol's corpse would be tedious.

I explored a bit, found trainwiz, and found a secret cave behind the waterfall , but there was no loot in the waterfall. =( 

Also I found an entrance at the back into the pyramid without the skeleton. I found some gem inside, but couldnt figure out how to get out afterwards.

It might be nice to have a equip slot for consumables like you have for scolls. So I dont need to open the inventory mid combat to drink a healing potion.

 

Bugs found:

- Typo in "weak healing scrol" (should be to Ls in scroll)

- A lot of items were just floating a bit above the ground. They are clearly added for bugtesting/playtesting so maybe its intentional. (mentioned it since im not sure if items are supposed to have gravity or something)

- In the journal "Informations" doesnt have any info

- For the heavy guard armor, shouldnt the shield be on the right arm, instead of the arm holding the weapon?

- Dialog camera can be wonky. Showing angles where I cant see anything

- is there a reason that left clicking a potion consumes everything? For example left clicking a heal potion consumes all my healing potions, all my mana potions, all bread, etc.

- Fall damage should be more


Obviously its early, but I look forward to seeing what content you add. Core mechanics seem to be coming along well, so I can see this being a really fun game once there are quests to do, places to explore, lore to uncover, etc.

Developer (1 edit) (+1)

I realized that too, since both you and your enemies move backwards when blocking the distance increases too much, I didn't manage to make new Animations in Time for DD, but I'll fix that, thank you. I wanted to originally make it so you keep looting when button is held down, but that had some implementation issues due to me being dumb, a Loot all doesn't sound that bad, I'll keep it in mind. The Gem in the Cave is the key for the doors in it to open, buttons might be a bit hard to see, and aim at with the new interaction System, I'll look into making it more clear and easier to aim at. You're not really supossed to consume items during combat, so thats why there's no button for those, but maybe I'll allow them on the 3-9 magic ones aswell, I'll think about it.

Consuming a potion should only consume a single one, not all of them, and Dialog camera shouldn't be wonky, I'll look into those.

Thank you very much for the playing and feedback.

Submitted

>You're not really supossed to consume items during combat, so thats why there's no button for those

Fair enough

Sorry, I miss-wrote about the potion consuming. It works fine on Left click. Its on RIGHT click that it acts odd. I tested it again, and right clicking the health potion consumed all my health potions and mana potions. Right clicking the mana potion only consumed all the mana potions.

Here is what I see when talking to Adol by the way.

Developer(+1)

Oh wow, both of those Things are *definetly* not supposed to happen, I'll get onto those, Thanks!