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A jam submission

untitled rpg's tech demoView game page

wear a hat and drink poison
Submitted by rfmm — 9 hours, 52 minutes before the deadline
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untitled rpg's tech demo's itch.io page

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Comments

There's tons of really good details here! This feels like a solid core for a game.

The timing attacks feels really good. I'd consider completely leaning into those, instead of having some attacks be instant, and other use the timing system. Often a big delay before an attack feels bad, but you've massively pulled it off here. The way the camera stretches out, the countdown bar appears, and then the camera snaps back to the player is great. The basic arrow could just have a really quick timer or something. More powerful ones could have a longer timer. I think there is a ton of gameplay and enemy design space that you could get out of that system.

Other random thoughts:

  • The arrows appear to increase their speed over time. Not sure if I like this. Seems odd.
  • Holding down an attack button should make that attack repeat at the soonest opportunity.
  • The potion throwing system is excellent, I love it. Might have to steal it, actually.
  • The damage popups could have some better motion. They stop on top of the character and pile up a lot. 
  • I don't like that when you click an item to pick it up, it doesn't leave the slot you picked it up from. Maybe I'm just too used to my own system, but it made me confused for a bit, thinking I wasn't able to pick things up.

Great start. There are some really fun ideas here.

Developer

Thanks for the feedback!

I don't like how the instant skills feel right now. It just feels unnatural to be walking around with a weapon on your back and then at the press of a button you fire instantly at any direction. It's something I'm working on with the skill/casting system.

>arrows speeding up

Yeah, projectiles are a bit broken at the moment. I should fix them after I finish the skill/casting stuff.

>holding down button to repeat cast

That could be an option. I know tapping the 1 key feels kinda silly right now.

>potion throwing

It'd be cool to see your take on it. I've always been a fan of games that allow you to throw items. 

>damage indicators piling up

Good point. I'll think of something to improve visual clarity, or maybe just a simple distance change or fading the numbers out faster.

>drag and drop

It's not as responsive as I want it to be right now. In addition to what you said, the drag icon doesn't show up until your mouse leaves the item box. Which means if you start the drag from the middle of the box, you don't get visual feedback until your mouse clears the box.

I love the UI and the skill design. Is this going to be a Ragnarok-like? My only complaint is that the arrows have some jank in how you can hit yourself when you fire.

Developer (1 edit)

Thanks. The skill/casting system is incomplete, the jank should be gone once I work on it more. (you can fire arrows right now without a crossbow equipped or ammo in your inventory). 

>is this going to be a ragnorak like

I'm aiming for a game thats fun to play with friends. It certainly has inspirations from mmos.

Submitted

Oh my god, he looks so cute when you equip the armor lol
I was going to say "Damn he implemented skills but forgot about an enemy or test dummy..."
Nope. This guy is a genius. The npc IS the test dummy too. (I hope they are receiving two salaries, dev).
Seems like you got a base going. Can't wait to see what it becomes.
Btw I'm glad you want to add quest system.

Developer(+1)

glad you like it.  the npc has been working mandatory overtime these past weeks,  he has earned some well deserved rest.

Submitted

Looks like a cool start of an ARPG. Wish I could go on an epic quest for bear asses and monster slaying already. All the systems seem to work as they should, although I hope the controls will be a bit different or rebindable because moving with WASD and spamming 1-2-3 etc abilities is gonna be a bit tiring on my left hand maybe. Also you can hit yourself with abilities if you have the cursor on yourself and use abilities.

Developer

yeah, keybinds are planned. the self hitting arrow thing shouldn't be an issue once I flesh out the skill system a bit.