I played the game for around 2 hours with occasional breaks. I reached Wildemore and completed the boss fight.
The game started to lag at around 1 hour mark twice on my laptop browser. (windows moz) Now my laptop is not a gaming one so that could be a problem but there could also be a memory leak.Once the lag started it kept getting worse before the game crashed. The first crash was around Windberg and the second around Wildemore.
Ok apart from that the game ran quite smoothly with no noticeable issues.
Parts of the game that I like
Combat
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The turn based nature of combat and the mechanic of loot are by far my favorite parts of the game.
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I like the high variety of items that I can use.
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The stats are fun to follow and abilities are quite self explanatory
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Loot mechanic is unique and one I have not seen before. You always have to think about what to use or if not to use anything. That part I enjoy.
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It always feels good to use less loot than you get! You have that balance down almost perfectly. I am never spending anything more than a forth of what I am getting.
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There is a high amount of polish in the little things even tho the game tells you at the start that it is in early dev.
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The large array of items is extremely impressive! It is insane to me how you have gotten so many items in! (How long has this game been in dev?)
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Boss battles are pretty good.
UX related things
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Much of the UI is self explanatory
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The game feels alive because a lot of the things are clickable and they respond when you do.
Art
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The art is very vivid and nice to look at.
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The colors of the sprites immediately make it obvious what they are good at doing.
That is good game design
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The music is cheery and fun.
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The NPC interactions are what set each town apart.
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The aesthetic of the slime towns making them look like hobbit holes are also nice.
Accessibility
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Despite the lag issue(which is probably just a minor bug somewhere) the game feels like it can run on any device.
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Impressed that you also have an apk build!
Potential points for improvement
Before I get into this, I am assuming a few things. One, that you want the demo to make sales eventually, and another that it is still in early dev.
The first means I will be critical about things from a conversion perspective.
The goal of a demo is to sell the main game. I will attack anything that harms this.
Another is that I will ignore minor inconveniences that I faced because I know they will be fixed eventually once you start the polish process.
Feel free to ignore whatever you feel is not relevant. These are just my personal opinions.
Intro
I read through the entire intro and avoided skipping to get a feel of the game.
But the intro still felt a bit long. I also had the tutorial enabled.
There was a lot of explanation of things that were quite obvious and that made me lose attention a bit.
The start is quite overwhelming to be honest and that can really deter how many players play the game.
Even when someone enters the game for the first time they are greeted with a popup that they have to close. You don’t really need this. Show the play button as fast as possible, and everything else is secondary. (This is especially true for Indie games in my opinion.)
As an extension of this concept, you also need the players to get to the “playing” part fast.
Some UI
Parts of UI are overwhelming. I got used to the game in general and started having fun at around the 20-30 minute mark. But we need to cut this time short as much as humanly possible.
There are various ways to achieve this. The slimes say that “This isn’t like practice”. How about we start with practice? That acts as intro to combat+ a free tutorial without much text.
Item sorting
Some of this was not immediately obvious to me. There are a lot of options and it is clear that you’ve spent a lot of time to give the options, that is the reason that I mention this.
There should definitely be a button to sort food that is to be given to the villagers in one go.
Post battle loot window
I don’t fully understand why this opens after battle. I find myself impatient to get to the next battle. Is it to give a kind of closure to the battle? I personally get that feeling when the receive item animation plays. Perhaps, I am missing something.
If it is to show the loot received, you can show a completely separately designed windows that highlights yet unseen items with their descriptions along with icons for the rest.
Animations for abilities.
I know this is a huge ask, but animations for abilities, maybe even linked to how much power they gained for the item, and animations for consuming the items would be absolutely epic and would push this game to the next level! Given this is the best mechanic of the game (according to me) it deserves some more love!
Potential additions
Environment could play a larger role, making certain elements stronger or weaker and could also have specific effects.
Roguelike style
I would absolutely love this game as a roguelike. In fact I think that might be the format it truly shines in. You can still retain the story and the town system and everything, but the battle paths might change.
Battle after battle in foreign environments, would be great too.
So that is it for my review. If you have anything you want to ask feel free to!