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Played for roughly 45 Minutes, completing 1 Dungeon Floor.

Talking to the Inkeeper does nothing, except flash the Button and then have it stay permanently yellow. The Background for the Inn also looks AI generated. 

In the Shop you shouldn't have a scrollbar for the different Gear selection Options, the overall Layout is rather mediocre, and there isn't a Back button, the Town menues should be navigateable entirely with the Mouse I think. Talk also does nothing, but does not stay Yellow.

Heroic hall Talk also doesn't work, any Talk button doesn't work, there are no Quests in the Proclamation Plaza.

Entered the Dungeon without recruiting anything, Graphics changed from everything looking drawn by AI to 3D. Why the Shift, if you're using 3D Assets for the Dungeon already, why not use them for the Town? 

Why is there a Wooden Staircase in the Forest?

FOV should be adjustable I think, it felt to me like I was walking more then a Tile, when it was just a tile I walked.

Enemies are not visible on the Map, but Encounters just happen out of thin Air, so you can't tactically avoid them or anything?

Regardless, Encounter caused Screen to stay Grey and have nothing happen. I assume the Issue is I have no Party and am a magical Ghostly being floating through the Dungeon all alone.

Next Run, I'm hiring Partymembers first - I think you should enforce Players to pick one in the beginning to avoid the Issues I had previously, and to give them a Player Character to identify as.

Graphics clash, the simple Menues are probably placeholder, but you have 3D in the Dungeons, painted looking Town Images, Pixel Images for the Icons of Gear, and low resolution Anime Sprites for the Characters, you should choose an Artstyle and stick with it. Mixing 2D and 3D is fine of course, but mixing Artstyles looks unfinished/Placeholdery/Bad.

You can click the Buttons for the Characters on Hire, which doesn't do anything, but they change character on Hover. If you're not a tiny bit careful (not a lot of course) you end up swapping the selected Character when moving the mouse to the Portraits. Same with moving from Portraits to the Hire button, I'd prefer if clicking would select it.

On the Blademaster you only have 2 Portraits to choose. On the Bulwark the Faces don't seem to match the Style of the Bodies, Same on the Paladin, I'm assuming the Problem lies in the Style of the Armor vs. the Faces.

When naming Characters, on typing the first Character, the "new <Class>" Texts should dissappear.

You can't easily view your Rooster of Characters while on the Hire Screen. I have 6 Party Slots, but can only use 5 Characters? One Slot has to stay empty, why? 

On the Manage Party Screen you have a scrollbar on the small left Area for leftover Partymembers. On that Note, if you have basically infinite members you can have, but only a set amount you can take, why not give the Player a Choice of generated Members between each run? With slightly differing Stats, Names, (if you have Dialogue, or snippets in combat or something, personality), Portraits etc.? Makes it more interesting then just picking out your favorite 5 and using them all along. I don't really see a Point to keeping some on the Bench the Way it is currently.

Buying Items feels off, I don't like that I have to double click, I'd prefer a select on Click, and a Buy button or something like that. There also isn't anything to Buy but Salve, Homing Stone or Warp Stone, so I'm going with 1 Warp Stone a handfull of Homings and a mass of Salves to be safe.

The Items I gain from Combat are Buttons, why? I like that the Combat is turn based and not on an Act Fast basis like so often in Crawlers like this I feel. Since I reran the Dungeon, is it not randomly generated? Why not?

Feels odd that no Menu has a back/return/exit Button, when everything menu based, including Combat is useable purely with Mouse. And that Combat forces me to go back with Space, while everywhere else I can use Escape.

I'd think it'd be nice if the Characters started with a Skill, If you're going for random Characters like above, it could be a random skill. Anyway, I forgot initially to learn one, and started the first Fight without any Skills to select.

Health of damaged Enemies should stay visible even when not hovering.

Does Front/Backline do anything? It looks like Enemies just attack at random.

Why does every Class start with Dagger/Cloth Tunic, when not every class can equip the same Stuff? I can't properly recreate it, but on some occassions I could select my Musketeer, select his Weapon Slot, then change to my Reaver, try to equip something,and it said the Musketeer can't equip it, and on escaping out, it returned to the Musketeer selection.

Map selection doesn't carry over after a Battle Screen, it always resets to bottom right Corner.

Are Enemy Spawns dependant on Player Level, not on Dungeon Floor?

After picking up a chest the Map also resets.

Reavers Bloodlust and Sorcerers Mana regeneration don't work.

I can't use skills between Battles, like heal or revive? On this Note, the Skill Tab in the Menu is entirely useless.

On one battle, when I killed an enemy, only 1 of the 2 other Enemies changed Places, essentially cuddling up next to the other One. Looks like a Bug.

When I revive someone, they are basically killed right again that turn (with a 20% chance, due to 5 Partymembers) , with how little Health they get, feels bad.

When Items have only 1 line of Text, the previous Items Line still stays visible when scrolling through them in the Battle Screen.

The Attack/Skil/etc Icons that denote what a Character is doing seem to disappear on the next Action, not when they complete or start theirs, which feels odd.

I can not return to the Floor I exited from with a Warp Stone, so I always have to traverse every Floor I've been to in Order to get back? No thank you.

No Idea what the Accessories I could buy from selling Loot do, so I'm not buying any of them for now. Maybe next DD when theres a Way to continue the Dungeon where I left off.

I think the biggest Issue is Consistency in menu Controls, Graphic Style, the World, etc. After that, more clarity whats happening, who is attacking, more Feedback on getting hit, when theres Enemies. And general Stuff, like Talk Buttons doing something, being able to use Skills outside of Combat maybe, Skills actually working, and so on.

Your Combat does have proper Target priorities for the Player I feel, like having to destroy Frogs before they cast some Stuff, but maybe thats just their Sprites, it seems on the right  Track tho. But you could enhance the Visuals massively of the Combat, instead of generic Line of Enemies and invisible Player Characters. 

Overall the Visuals could use work, it feels like a mismatch of Assets just to use as Placeholders right now. And the Town could use more work. 

Dungeonfloors should be generated.

What's wrong with a scroll bar, how else would the player change categories given that there will be like 100 items by the end game. 
I should have hidden the talks since they do nothing.
I'll add back buttons to the scene.
Why would I make an entire 3D scene for what are essentially menus.
The staircase is there to represent the staircase up.
Have you never played an RPG? random encounters is the default.
Since there is no tutorial right now, there is no way to force the player to hire adventurers but when it gets added the player won't be able to go out without hiring at least one. should have probably just added some note at the beginning to hire someone tbh.
What's wrong with pixel icon.
Just back out on the hire screen and click manage to view the roster.
 You have 6 slots because there are a max of 3 party members per row, so the player has to be able to choose 3 top or bottom. the max party slot is 5. 
It's not a roguelike. You pick your dudes and go out and explore the first zone. The bench exists just incase someone decides they don't like someone and wants a different party member.
Escape is the default to go back with everything, how are you going back to an earlier turn with Space?
It's not randomly generated because it's not a roguelike.
I cannot replicate the map resetting on picking up a chest but I can on ending battle.
they all start with the same equipment because they have to start with something.
backline takes less damage. enemies attack semi randomly base on their ai.
I'm able to use Heal skills outside of battle on the Skills Panel, I can't see why you aren't able to.
Adventurer's start with a skill point, so you can start with a skill.
Enemy spawns are entirely dependent on dungeon floor.
 Bloodlust and Mana Regeneration is currently set to percentage which because they start off with little, it ends up not actually doing anything. I should change it to flat numbers.

Yeah you have to traverse back, that's how it's always been with this style of dungeon crawler.
The only skills usable outside of combat are healing ones because they are the only ones that do anything.
Accessories not saying what they do is an oversight on my part.
It's not a roguelike. 

in itself nothing is wrong with a Scrollbar, but it looks and feels a lot better if the Categories are aligned, so all are visible. I.e. top to bottom on the Side or something. You have the Screenspace, you could work with this. Otherwise it'd look probably better if you'd just have the single Category displayed, with something like Arrows left and right of it. A Scrollbar always gives of the Vibe that it just didn't quite fit into the Room you made for it in the UI, and feels rather unfinished. At least to me. (I'm not talking about the Scrollbar on the Items, or Text, it doesn't look amazing there aswell, but you may not be able to go around that. But the Scrollbar on the Category buttons).

And the tiny Scrollbar on the Party bench just feels bad, you have more then enough room to increase its horizontally by a tiny bit, so you don't get a scrollbar there.

>Why 3D for esentially menues, Whats wrong with pixel Icons

The Issue is that you're using different Artstyles all over the Place, making it look uncoherent. It's fine to use painted looking Images for the Town, if you're using a painted look for the Dungeon aswell, as opposed to the current more Anime-y/Flatcolored look you have. And with the Pixel Icons it's the same, it'd be fine if you had pixelated Towns and pixelated Textures in the Dungeons and for the Characters, but with the painted looking Towns, you'd need more high resolution painted Images for the Icons. Just stick to the same Artstyle throughout the Game.

>Staircase

I got that, but it looks out of Place in a Forest. A more forest-y Staircase or way up would look better and feel more natural.

>Random Encounters is the Default

This isn't a strict JRPG with an overworld Map, and even on these random encounters with invisible Enemies isn't the default necessarily, there are enough out there with visible Groups, or at least visibly appearing close to you. This is more of a Dungeon Crawler, visibly roaming enemies you run into would feel better I think. But that's just my personal Opinion of course.

>Escape is the default to go back with everything, how are you going back to an earlier turn with Space?

I ment going back out of the Combat Victory Screen to the Dungeon, not back a Turn. That should go with escape aswell, but only works with Space.

>they all start with the same equipment because they have to start with something.

If they have to start with something, and you plan on having 100s of Items anyway, why not have the Reaver start with a weak Axe, the Gunslinger with a weak Gun, the Healer with a weak Rod and so on? To match their equippable Weapons?

>Able to heal outside of Battle

I may just be too stupid to navigate the Menu, but I couldn't select Skills in the Skill Menu, it just displayed a blank Page.

>It's not randomized, not a rougelike ,etc.

If it's not supposed to be randomized, I misunderstood what kind of Game you're aiming for, but I don't feel it should look like randomly generated Floors. It's fine if it isn't, Legends of Grimrock isn't aswell, but it should have more carefully crafted Levels and a Story then I think. 

>traverse Back

If I'm on Floor 20 or so, at level 60 or 70, and have to go back to sell some Items to get a better Weapon, or because I ran out of Potions or something, not only am I going to have to sell 20 Floors of Loot at that Point, but then also traverse 20  fully explored Floors of low Level Enemies and to me at that Point useless Loot back down, that's just tedious and adds nothing, especially if the Floors aren't randomized to offer a new Incentive to explore them. In that case it just becomes a long walk back to the current Stage. I.e. Plunderground has a Teleport to Town and Back, which might be too much directly, but just an Item like the Townwarp that also lets you return to the Start of the current floor, or something akin to the Elevator in Stardew Valley, that lets you return to any fixed increment of Levels to skip a large Part of now no longer interesting Floors would be nice to have in the Future.

>Frontline/Backline

if the Backline takes less Damage then the frontline, does the frontline get any other Advantage? Or is it just there to put the Partymembers that didn't fit in the Backline? I feel like it should give some incentive to put certain Characters there, other then overflow.

Pretty much every other Thing comes down to the current State in Developmen I think. With well designed Townmenues and a good Introduction, it should become clear that you only can take 5 People, that you have to hire adventurers, and so on. 

Just as an Example, a short "hey, I arrived in the Town next to that legendary Dungeon I'm going to run down to the bottom of - I need to get myself a party ready" and then having to click on the Tavern as the only clickable building first, ( on that note, you could have the actual Buildings or building Entries be the Buttons/clickable, instead of a List of Buttons on the Side of the Screen. It's functionaly the same of course, but it'd look much more immersive), and walking through the different buildings and their Functions like that would probably be enough.