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Ran into a softlock - On battle 3 I had a character throw a rock, and after it was thrown, the menu didn't appear and the turn stayed on that character's turn, so I had to restart. During this softlock, I could still hover over characters and see the chance to hit/miss as if I had the attack selected.

I restarted, got to battle three again, had my 3 characters and a single enemy (Alice) left, used throw rock again and ran into the same softlock.

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In combat, it isn't obvious after you click an ability that you're supposed to click on a target. Changing the cursor to a different icon could help this. It would also help if the list of abilities changed from the list to something like "select target" and "back" when you click on one of them.

Aside from affecting range, the player doesn't know what the different levels of the platforms are for/do, or how they change combat.

In the party screen before combat, the button to initiate combat reads "Continue" and yeah, it doesn't take long to figure it out, but something more explicit would be nice.

In combat, there's the character highlight in the upper right to show the current character's turn - I think highlighting the bar under the character would help the player identify quicker who's turn it is.

In the inventory, it's really hard to read the "health" text on the bottles, so maybe a tooltip? Godot has built in support for that already, so it's a quick win.

In the party menu (before combat), I can click on the character names which causes them to change color and gain an outline.

After combat, if any of my characters are hurt, I can heal them. This doesn't cost anything and there's no reason not to heal them. Unless you plan on adding a cost to this, it's something the player's always going to do, so it'd be useful to simply make the characters heal after each fight.

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Thank you so much for playing and taking the time to give feedback! It means a lot!

I'll definitely have to look into the softlock. I tried replicating it and couldn't, so I'm not sure what's causing it yet. It looks like it's going to be difficult to solve, unfortunately. 

Yeah, I plan to have a tutorial eventually that explains all the features, plus tip pop-ups as reminders, and a separate menu for when abilities are selected, similar to what you suggested.

There is a tooltip when hovering "punch" that says it has a lower hit chance at range, but it's easy to miss. I'm going to need a more advanced method of explaining what abilities do in the future as I plan to have some pretty complicated ones. 

Yeah, it says "continue" because the plan is to have the characters traveling, and that scene is for resting. Pressing the button won't necessarily lead to a battle in the future, so that's why it's a little vague. 

I actually used to highlight the characters themselves when it was their turn, but I had to temporarily get rid of it to fix an art issue. I plan on adding it back in eventually, along with highlighting targeted enemies.

Yes, I absolutely plan on having tooltips for inventory items in the future. The plan is to have a big loot pool, so I'm going to need pretty in-depth information displayable for each item. 

I plan on completely redoing the UI for the rest scene. I think it's the oldest UI in the game now. I didn't know what I was doing when putting that scene together, and if I remember correctly, the character names are actually buttons that don't do anything. I've come a long way. 

And yeah, the resting is just one of many balancing issues that I haven't had time to change. Auto-resting is a good idea for now, but I plan on having random events possibly occur when healing. 

But yeah, thank you so much for the detailed feedback! The game is still early in development, so there's a LOT that needs to be done, but it's great to know we're on the same page about what will improve the game. Hopefully, I can get that softlock fixed for the next demo. 

I'm looking forward to checking out the next demo. Good luck!