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(2 edits) (+2)

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

  1. The turn based nature of combat and the mechanic of loot are by far my favorite parts of the game.

  2. I like the high variety of items that I can use.

  3. The stats are fun to follow and abilities are quite self explanatory

  4. 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.

  5. 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.

  6. 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.

  7. 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?)

  8. Boss battles are pretty good.

UX related things

  1. Much of the UI is self explanatory

  2. The game feels alive because a lot of the things are clickable and they respond when you do.

Art

  1. The art is very vivid and nice to look at.

  2. The colors of the sprites immediately make it obvious what they are good at doing.

That is good game design

  1. The music is cheery and fun.

  2. The NPC interactions are what set each town apart.

  3. The aesthetic of the slime towns making them look like hobbit holes are also nice.

Accessibility

  1. Despite the lag issue(which is probably just a minor bug somewhere) the game feels like it can run on any device.

  2. 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!

(+1)

First of all, thank you for such great feedback!

I will look into the potential memory leak bug. We primarily test on native Linux, and Windows in Wine. The browser tends to only get a couple of us doing a full playthrough of the game once we are finalizing a new release, so there certainly could still be some web issues we missed. We also do all our browser testing with Vivaldi, which is Chromium based. We may need to pull out Firefox, Opera, and some others for more testing.

We created this game for Godot Wild Jam # 83, which was just short of a year ago. It did not become our primary focus right away, but eventually rose to be the project we chose as what we wanted to be our first big release.

We try to be accessible in our games, and when possible develop for mobile as well as desktop. Dungeon Revolution was an outlier in not having had the time to setup the mobile controls. We have a template for them too, but it still takes a bit more work as we need extra icon art per game. It also needs a review with the recent Godot update that added in some default mobile controls.


We know the intro needs work. We are planning to break the intro up into a prologue for those who want more depth, which will start earlier in the day, and then the main game will start after you wake up at the inn, with the Leader Leo dialog happening there. We are considering adding mini-games and taking part in the festivities as part of the prologue, along with free roam and being able to play it from the perspective of each of the 4 party Slimes. Some of these are a bit feature creep and would be added later.

One of our earliest tutorials was combat focused. The big area in town with the festivities was actually designed for the combat tutorial originally, and only a recent update filled it with festival stuff. The tutorial, as we tend to do, was too long. It took you turn by turn introducing each ability the Slimes had and the combat mechanics. This was also for our old combat system, where things were pretty different. You had several basic abilities, and then 5 items from your bag that you could use. With the new abilities I would not go through and show each of them. At some point we want to create a new version of this combat tutorial, but with all the feedback that our tutorials are too long, it has been pushed to the side for now. I am considering an option where you have mini-fights started from the Training Hall, where you can do a turn or two at a time for specific things. That will take a lot more code to setup, so is far down the road.

The game does feel fairly intuitive to us, but many were confused in the past. I think a lot of our design changes have made it easier to understand, but we did not do a good job of cutting down the tutorials as we made those changes. We only recently disabled the tutorials by default. They will get a fresh review in the future, after we have got a more solid view of the path ahead.

We added the initial in development popups for Steam due to some of the initial review process, but they probably are not actually needed. We will see about dropping them, as you are right that while some people probably like the changelogs, many don't care, especially on the first play.

I'm assuming you played with the default of Inventory Management off. That was also a recent change. In the original gameplay you are supposed to distribute your loot among the personal Slime bags, rather than keep it all in a single shared bag. Each Slime can only access their bag in combat to pick items to use with their abilities. This is why the inventory screen pops up after each fight. I had meant to disable that by default when we also disabled the Inventory Management by default, and will do so in the next update. The inventory screen layout was also designed for that aspect of the game and normally the center would be split at the middle with the shared bag at the top and Slime bags at the bottom. A lot of the filtering and sorting options were designed around distributing your loot from the shared bag to the personal bags. I hid the personal bags in the last update, but the UI needs a fresh look to see how to clean it up when not playing with Inventory Management.

You mention wanting to sort/filter the food for villagers. The main quest of feeding your clan treats all items as food, since your people can eat anything. When you get the later quests to arm and feed other towns, then the Traders' Depot will automatically apply filters so only items that meet the selected quest will be shown. There is a filter for food items. It is in the last tab of the filters and uses the loaf of bread icon.

We plan to add a subset of the filter to the combat item select. We just haven't worked out how we want to do it yet. It does filter down to the items you can use for the ability, but we want players to be able to a bit more filtering if they are looking for something specific.


Art is an area we are constantly working on. The game started in the jam with a free asset pack. We then created our own art and transitioned to it. Now we are expanding it. The characters have 3 of the 4 directions done for basic animations. Once the 4th is finished we will be adding in attack/ability animations as well. We will start with some general ones, but plan to add more over time.

I don't think the story as we picture it would do well in a roguelike. There is too much to it, and it would slow the game down, especially in repeated plays. Maybe we will evolve things as we go and find a way that feels true to our goals and works in the format. This will still be in the same world, and some of the core story will be present, though we have not decided on the roguelike's story yet. The main game is intended to move beyond the forest, and the end of the demo is leaving it. We are finishing up the tilesets for the plains, which is the next area you move into. There will be plenty of additional terrains to travel through in the main game, and the roguelike.


Thanks again for your great feedback!

(+2)

All this is great stuff!

Seems you are already on the right track with the game.

Excited to see the roguelike version and what you guys do with it!

Let me know whenever you want a playtest.

Looking forward to this!