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So I've yet to beat the demo but I'm on it for while, just a few thoughts.

The camera needs a bit of work. The elevator to the mountain can hardly be seen and it's covered by foliage. Same thing goes for goblins in the area as well. I think there needs to be some kind of camera rotation or at least a better way to present items under the foliage.

You can also get stuck on items very easily due to the games (very fun, granted), free/jumpable movement. Might need a stuck option or maybe a better look at the environments. Also, with that said, the Wizard's magic missile tracks enemies that aren't attack-able like the scarecrow/zombie type enemies when they're doing their getup animation. That said, the goblins can you through environments while Magic Missile cannot. 

Otherwise, my only other thoughts was that the casting animation may be a bit too long, and the feedback on using potions could be a lot better, since sometimes I didn't even notice the number go down at all. 

Positively, I'm in love with the tabletop like nature of the game thus far. I hope to see more conversation trees/dungeon crawling with these mechanics as well as interesting combat encounters. Good work! 

Hi, thanks for playing and glad you're enjoying it so far!

I agree on the camera! I'm still toying around with potential solutions that don't inadvertently make things more complicated with another set of hotkeys, but would like to allow a little more freedom of movement on the camera.

Getting stuck on things and line of sight issues are still on the to-do list, since it's a bit hard to keep track of every possible place people get stuck I kind of have to go back in and fix the areas as they are brought to my attention. Definitely want to make both the collisions and the monster lines of sight a bit more intuitive going forward.

Also speaking of intuitive, the potions are on that list too.

Thanks for the feedback, all comments help me to make the game better for everyone!