Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Orthello, Son of DeathView game page

Fantasy adventure with a multiclass system and talent trees
Submitted by OrthelloDev — 2 days, 20 hours before the deadline
Add to collection

Play game

Orthello, Son of Death's itch.io page

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

Very bare bones so can't really add much to what others have posted.

However I do like the concept of class mixing for adding variety.

Couldn't find any notable bugs in the time I messed with it.

It's a bit unclear how classes work though.

For example, why does the Warlock show no abilities for the primary class.

Are certain classes not meant to be primary?

Interesting concept regardless.

Developer

Yeah it's still pretty early on. As for the classes you gain a new class every 3 levels and can equip 3 at a time on the class tree. Each class gives you 4 spells that you can mix and match. As for the class trees I have 9 done in concept, and am working on the last three. I also am working on making the talent trees functional at the moment. Also working on the class spells functionality so we can see what each class does but it's a decently large task for an amateur. Thank you for playing!

Submitted


Very cool demo. I like the atmosphere so far.  I wish didn't have to press a mouse button in order to move the camera. I would prefer if it was locked and the mouse button can use your slot 1 ability or something. I was a little disappointed that the spells didn't do anything yet, but I understand that the game is still in its early stages. It seems as though adding classes allows for learning spells that are a combination of adjacent classes? If so, that will be a fun mechanic to play around with. 

When you level up, sometimes you are given the option to unlock one of three classes. But it seems you can only have 3 classes max at a time, so I am curious to know what else you get to pick from when leveling up once you set your 3 classes.

I look forward to playing once these mechanics are fleshed out.

Developer(+1)

Thank you for playing! I tried to do the same camera as world of warcraft but I might change it considering all the feedback ive recieved, but this is a change from my last demo day. Early indeed, much work ahead! Its a multiclass system that allows you to learn all 12 classes and equip any 3 at a time on the fly to get desired spells and talents to create the ultimate class, I also plan on having hybrid classes that correspond to two different classes being equipped. 

Submitted(+1)

idk if its because its missing them but warlock doesnt seem to have any icons for its skills in the class equip screen

also moving the camera with the middle mouse button will make it so the character doesnt move in relation to the camera, he will move in the direction hes facing

Developer

Thank you for trying my demo! There are three classes that I have not completed for the class talent trees: Warlock, Guardian, and Berserker. I plan on finishing them and adding functionality to the talent trees soon tm but for now they are just visual representations of my future plans. The camera control is a mimic of world of warcraft, the middle mouse camera is suppose to allow you to look anywhere while running forward, while the right mouse camera moves the camera.

(+1)

Great start to a single-player MMO style game. Unique and interesting progression mechanics and cross class character building, if done right in the coming days, could make this game one hell of an RPG. Attack and movement feel already point to this being the case.

I don't know if I quite dig the "misses in RT combat" approach, perhaps damage number ranges would suit the game better. 

In the visuals department the game looks great. The enemy designs are striking, the lighting is dark without being unseeable, the UI is excellent and the skill icons are vivid.

I give Orthello, Son of Death: I spent 6k hours in FFXIV so "MMO" is a compliment/10

Developer

Thanks for trying it out. It takes huge inspirations from world of warcraft so I'm happy you say that. I'm glad the movement feels better than the feedback I received last time! The miss in rt combat is based on my experience playing thousands of hours of path of exile and world of warcraft both 3d action games with a hit and miss system. Do you think they fit those games? I have heard this before so I might consider removing it. I plan on adding number ranges regardless. I'm glad you like the art but I'll have to admit it's not mine. Thank you for the feedback and rating!

(+1)

Both of those games have several methods of mitigating or ignoring misses, so it's hard to gauge how much of an annoyance it could be without most of the skills and passives in the game. If you plan on having effects like this it should be OK to keep missing in rt combat in (and let the player abuse them for evasion builds). I just know that people meme on Morrowind to this very day for its roll based hits in a rt game.

Developer

yeah talents and stats are a big part of my plan so there will be many ways to increase hit chance.

Submitted(+1)

This seems to be really really early. A lot of the Animations, like strafing, Jumping etc. are missing, as are basically all Abilities, except for the one berserk ability.

Combat seems to be working, but I can move freely during all the attacks, might be better if they lock you in place a bit, but I think its too early to tell what you're going for, if its supposed to be a more slowly paced RPG or a more action one, I could see it going both ways.

Music is nice, I can see some Ambient getting there, but currently its obviously a bit empty.

Interface looks good, but I couldn't get back out of the class glossar to the previous screen of that interface once I clicked on a class, having to cycle through the classes with the small arrow buttons instead.

Key bindings on T, U and Y seem odd, dualwielding doesn't seem to be implemented despite Barbarian having skills for it, as I could only click on a weapon to equip it automatically to the mainhand, not drag and drop it into my desired slot.

I liked the little chest on the back opening up when accessing the Inventory.

I really didn't like that the camera is default unlocked, I would prefer if it was just locked to mouse movement unless you're in any kind of menu, so I don't have to constantly hold RMB down while playing.

when rotating the camera not the character via MMB, moving forward moves in characters facing direction, not in camera direction, feels odd.

I could see this going a long way if you get all the classes and combinations implemented properly.

Developer

Thank you for trying this game! Early indeed, I am for sure working on adding animations along with more abilities but learning alongside devving is a lengthy process. I will look into locking when attacking to see if it feels right, I am going for action but not as fast as diablo. So for the class book if you click the glossary tab it brings you to the glossary, if this doesn't work let me know as it did work for me.  I went with T for talent tree and I for inventory and placed the other two between them because I prefer all the menus to be mapped in a similar location. I'm still trying to code out the dual wielding and inventory stuff which has been a struggle. I love the chest thing too. So the camera is an improvement since last build but I'll look into trying out your suggestion. The camera following is a copy of how world of warcrafts camera works, but I will look into that as well. I appreciate the lengthy review and feedback, I hope this goes a long way but the work involved in complex rpgs is quite a lot. Maybe a poor choice for a first game lol

Submitted(+1)

You're right, glossary brings me back, thanks.

T and I make Sense, but you got the whole keyboard to go for you, no need to put it all into one place, unless you want people to constantly access it quickly imo. But thats not really a major thing if you're having adjustable controls in the End, since people can just adjust it to their liking. It bugs me a bit however that you're using Y however, as I'm on a german Keyboard, so it swaps places with Z. Doesn't unity support multi language keyboard bindings? Again, not a major thing, for the same reason as above, I'm just going to assume when this is finished there will be a full options menu.

I can't really nail it down, but despite basically being the same System as in WoW as you said, the camera feels odd in Orthello.

Don't worry too much about the amount of work, unless you have a strict Deadline set, just enjoy working on it and learning as you go, it'll only become better over time, just as yourself. Looking forward to seeing your Progress over the next DDs.

Developer(+1)

Yeah I do plan more options including keybinds. And no deadline lol this will take me years and thats ok. I'm glad to join this wonderful group and submit my game and play others'. Thanks again :)