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First impressions. Will sound like nitpicks but I assure you when a player first loads up a game they'll look for these small accessibility/qol things. In my personal opinion quality of life and accessibility are the polish that never gets praised, but is always noticed when it's missing. My initial impressions are pretty good, though. Anyway, I hope you take no offense, i know this has to sound like a list of nitpicks, but they feel appropriate to me.

  • UI scaling would be nice, I have grown into my old man eyes and find I'm squinting to read the text
  • Borderless fullscreen. It's not the most important thing but I'm sure others out there are like me and just don't like seeing the borders
  • Alternate movement options. Click to move is fine, no problem, it's popular and has worked, but it would be nice to get some wasd as well, or even hold click to move radial style
  • It'd be super helpful if the player character auto retaliated when attacked with the basic attack. This is beneficial from an accessibility standpoint. My eyes aren't the only thing getting old, so are my wrists.
  • It'd be nice if when you left click an enemy to attack them with a melee attack, but are too far away, the player character would auto approach
  • Shortcut keys! Simple things like a quick "Loot all" keys are appreciated. That way I could finish an enemy, press a button collect the loot, and be on to the next. I couldn't find one, at any rate.

And then somethings maybe a little outside the scope of just qol and accessibility

  • On the topic of context sensitive mouse I have some thoughts of ways to improve
    • Make both buttons context sensitive. Regardless of if the player uses the left or right mouse button and clicks on the floor, they'll move, click on an interactive (npc) they'll interact, click on an enemy they'll attack
    • Allowing both the right and left mouse button to be context sensitive frees them both up to also be assigned their own actions/attacks by the player. The idea being, hopefully, allowing the player more combat options outside of the number row. 
    •  This does provide a bit of an issue with trying to click between things, like enemies, and wanting to move but the context sensitivity forcing interaction. I'd recommend button toggles for this, such as holding ctrl over-rides the context sensitivity, and forces movement instead.  However if you opt to add wasd movement, this is another way to sidestep any potential issue. 
  • Warriors using mana feels a little odd, especially for attacks like "Cleave" which just don't feel mana related. I'd consider adding an independent system for it. Stamina is always a go to, but there are other ways to go about it. Mana attacks can exist for warriors but I tend to think they should be reserved for things that feel mildly magical, like perhaps temporarily imbuing weapons with elemental buffs (just the first thing that popped into my head).

That's all for now. I think it's certainly a very strong start for your game. I'll certainly be keeping an eye on it. I'd love to make other bigger suggestions but I also don't want to go to out there with how early along this is. Maybe another thread for specifically "Improvement Suggestions" would be helpful for long term sorting.

Name in game: LaunchpadMcquack.

(1 edit)

Wow! Thank you so much for the extreme detail. Most of these are entirely probable and/or already planned! Shortly warrior will use their own resource called “Rage”, but that will come with the addition of new abilities!

I really appreciate you taking the time to write this all out.