Hey! You’ve made great progress until last time I played the game. I see you still keep the same core game loop so I will comment on new things I noticed during gameplay.
What I like:
- Starting screen is a neat idea. I like how you highlight current game state and change log. Cool!
- Main menu music is probably new and match pretty great "RPG vibe". Cool!
- Main menu is polished, I like how you made small animations to make it alive. Links to social media is pretty neat idea.
- I notice goblin character. The character is outstanding. I would use him/she much more in the game. Cool!
- The city mechanic is neat, I like how you designed structure with simple list of possible places to visit. It's easy to use and scalable. Cool!
- I see you did improvement with art. It looks much better but still needs some work.
- Fight mechanic
- Fight seems much faster and distance between them shorter. It's pretty good improvement.
- "Fast looting" (right click) is pretty great. I would even make it default because it much easier than drag and drop and make game flow better
- Fight flow is well design I know what to do and how it works
- Quest log and popup with notifications is good. Cool!
What I would improve
- If I died there is should be option to try again the same fight. I died on first boss and when I saw I need to start again from beginning I lost motivation to try again. I think roguelike mechanic could be problematic for this kind of game.
- If you keep roguelike design I would disable tutorial popups when you restart the game
- During dialogue mechanic I would add simple button "next" just for clarification. Now you can just simple forgot you need to click / press enter to move to the next dialogue.
- Fight mechanic
- I would change "select" to "attack" to remind you will attack this target
- I would add option to "swap loot" before a fight, just to give change to change something before. Player could be angry he didn't swap loot and now could lose the game. I would keep design of not allowing to swap loot during a fight.
- In previous version tutorial fight was obligatory (with possibility of skip). In current version you allow to omit it, that is good idea. Although I would add just simple prompt "Would you like to check tutorial to learn how to play". Other players could skip the tutorial and bounce from game because they don't understand the rules.
- In city overview I am not sure what is about "map view". I assume it's to show you all buildings but probably you have some plans to expand this mechanic.
- Art
- Smile's idle animation seems too fast. I would just keep it lower frame rate now they looks like they have really intense lifestyle :D
- Art needs shading improvement to look better, now it's pretty dark and "flat".
- Shadow direction on assets seems random, probably just need rework to find the same angle
You’ve made great progress with the game. For sure you are close to demo of the game.
Before steam next fest I would encourage to improve your capsule art. Steam shows them on list and it's your way to attract players to checkout your game among other games. At the start steam is showing games randomly so you got pretty good chance to catch some attention with a good capsule art.
I wish the best results! I really admire how much work you put into it, I know how hard is to develop a good game.
Congratulations on your submission! Keep working!