This has some great potential but there’s a few QoL things I’ve noticed immediately.
Running has this awkward momentum to it where it takes a noticeable amount of time to change direction compared to walking where you turn on a dime. It makes the animation look more goofy than it otherwise would, like you’re fumbling around on ice.
Dialog is revealed with some sort of easing so that you spend a long time on the first couple of words and then it speeds up. Definitely need to make that constant it’s really irritating. Otherwise, I like the dialog box, especially the golden borders. You just need something like a gradient or a pattern or some noise to fill in the main panel. Combine the borders with that everywhere in the UI and it should look super polished with little effort.
One minor thing is that I’m used to the cancel button being the sprint button rather than having a separate one for it entirely.
There’s a lot of transitional time in the combat, it’s not too bad right now with few enemies but if you’re fighting like ten dudes it’ll really drag to wait for their portrait to come up, walk over, wait a second, and then attack. You’ll either want sprint to speed the game up during this or make some option to do it more fluidly, like having the portrait ease in while the enemy is already moving. Probably keep the current way as the default though, you wouldn’t want somebody new to miss something important.
I only ever got hit once by an enemy, most of the time they would come in close but not line up their attacks properly and just end up whiffing. The camera also doesn’t pan over to show what they’re doing. I can get if you want to allow for some mystery in their moves but it would at least be good to move the camera to the nearest party member.
Would be good if you could pick movement while visualizing your attack at the same time. The collision is a bit buggy and you can easily commit to a move that won’t allow any hits.
At some point you’ll want to add controller support, shouldn’t be too hard with there already being keyboard controls only. Would also be really good to hide the mouse cursor if you can’t use it for anything. Preferably just set it to invisible.
I had to stop in the tunnels fighting three of the bugs because I had funneled them into a narrow passage that only two of them could hit Alexander through, so when the third one tried to line up an attack without hitting one of the other two he just kept yawing all the way to the right until he stopped and then the game soft-locked. Probably should just give them a timeout if they can’t figure out what move to make in time. This was also the only time any of the enemies could actually hit me.
This is very intriguing, I’m looking forward to seeing where you go with it. The Linux version worked fine, I don’t think any of my problems were to do with that.