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Thank you for you detailed feedback!  I'll take another look at the tutorial skipping already-accomplished steps, I thought it was working but I didn't try every combination yet.

Good point on the delivery quest.  No quest can fail by waiting too long to turn it in after accomplishing the required task, I should hide the time left at that step for all quests, and have the deliver cargo option just give you the reward without needing to turn it in.

All POIs flash on initial load, I'll just need to turn that off if it's distracting.  They also flash on mouse-hover.  The towns are POIs for Town-defense and delivery quests, but I haven't added anything to do there if you don't have a quest for that location.

Good idea on the "how far away is this."  I use that info to calculate the quest rewards so it can be inferred to a point, but revealing it directly would be helpful.

Thanks for letting me know about the party menu being annoying, I'll try to refine that!

Sorry about the lag, it should auto-scale the graphics down if framerate is hitting like 30fps, but I haven't seen lag at the lowest graphics setting before.  I might be able to find something else to optimize- are you able to provide information on your computer specs/OS/browser?

I really like the countdown mechanic for retreating from battle!  The popup is mainly a holdover from leaving a town location.  That crash-zoom/lag spike was supposed to happen while the loading screen was blocking your view of all the particles initializing! Thanks for letting me know that's not happening, I'll need to figure out how to recreate that. 

I wasn't trying to make it silly or a parody, is it the programmer art that makes it that way or something else?

Thanks again for the really detailed feedback, it's extremely helpful!

(+1)

Comedy: Spinning wildly is inherently comical. Jumping around on one leg in combat is inherently comical. Any attempt to be serious in other aspects of the game will exist in dialogue with that comedy. The programmer art and dumb AI and bare minimum RPG mechanics doesn't help, but I don't think the game can ever be something you take completely seriously and that like. Has Immersion.

Computer: Windows 10. Cheap gaming laptop from like 8 years ago, not really something to put in an effort to make it work on. Firefox, with. Notably another browser and also Godot open in the background. So might have performed a little better without those.

Played on the other computer. Seemed to work ok regardless of quality.

Couldn't find save data in the normal place for Godot, so started new save.


General opinion on the game after playing a few hours on that save: 
Neutral. Felt kinda mind-numbing to play. The most fun gear I used was halberd+free hand. Did not use mercenaries, only pet.
Hardest things I fought were. A group of 12 orks, Like 15 levels of arena (the last fight I had was one where a new group of enemies kept getting teleported in multiple times.). Centipede (cheesed with the explosive spells). Did not fight balrog. Did not play any multiplayer. Didn't use magic much.

The core mechanics are very simple, and I don't really see a surefire way to add enough depth to like. Justify playing it for a long time. And justify spending a lot of effort making it.

STUFF THAT COULD HELP:
- smarter enemies / aware of each other? E.g. counter stabby tactics by spreading out and not charging right into the spear, counter spinny tactics with stabbing or ranged attacks if they have good gear for it.
- Spells are combined in more interesting ways? It's not just 3 different colors of the same ability. 
- For future ability additions, maybe think about abilities that care about and manipulate your weapon and like. The physics in general. The big draw of the game is the physics-based combat, so focus on things that complement it. That are either fun to use alongside it, or fun to fight against using it.
- Focus on multiplayer? Maybe especially PVP? You kinda inherently get smarter enemies, but it's very dependent on a player base. I guess part of focusing on PVP would be. A way to seamlessly change the game between PVP and PVE when there is an opportunity, similar to Dark Souls. Except, you can't guarantee the game will be popular, so you can't really have people sit around waiting queued for PVP with nothing to do.

PHYSICS BASED ABILITIES IDEAS:
- Pull your weapon back as part of stabbing or to cut closer enemies
- Make it automatically orbit you so you can run at someone at full speed
- Pull an enemy towards you
- Summon gravity well that pulls in everything
- Weapon size manipulation
- Shoot out an object and then when you activate the spell again, pull it back to you through enemies
- Make your weapon sticky and simultaneously make your feet sticky (increase your weight for physics purposes without reducing agility much) so you can stick to an opponent's weapon and fling them around
- Create obstacles to make it harder to swing things around.
- Lingering AOE to deny area, e.g. slows characters in it.
- Ways to attack enemy stamina.


BUGS AND ANNOYANCES:
When you do the pet magic upgrade, you can't cancel out of the screen where you select which element. That causes an empty textbox to appear at the top instead. 

When the trainer summons elementals, they're aligned to you and attack him.

On my first playthrough, the mercenary offered in the tutorial was way too expensive. Like I think 3000 up front, and at least a hundred per battle, maybe more than a thousand. Second playthrough it was 100 up front, 10 per battle. Is it randomly generated or is it supposed to be scaled to level?

Name tags for short names aren't centered. I named my second character Guy and his pet Lizard, and their names are off to the left instead of right over them.. Also, the character name text is hard to read on some backgrounds, particularly I had issues with an enemy (red) name on the map with the. Black around the sides, very few objects, light source in the middle, speckled beige pattern on a lot of the ground. Maybe have an outline on  the name tags.

Enemies tend to face in random directions when they aim? They don't really aim at me, they just stand there for a bit pointing in whichever direction they started aiming in.

The background music on the map is very annoying.

This is a Godot thing I recently learned: Z-index doesn't affect what control the mouse is pointing at, it just affects how things display. If you want the big tooltips (e.g. when you hover equipment) to be in front of other textboxes for the purpose of the mouse, you need to do that with canvaslayers or by messing with the node order. The way it is now. Visually it's in front, but if you try to hover text on that tooltip, if that text overlaps other UI boxes, it won't work. 

Tooltips don't appear anymore except when I'm on the map screen. When I change screen, sometimes a tooltip seems to flash for a moment. Maybe it has something to do with my character having regeneration, which is shown as a status effect I always have? And like. Tooltips show in front of your character? So the status causes the character display to take priority? Regeneration doesn't really need to be shown as a status.

At one point (having gone back and forth to write and had the game running for a while) I lost control of the character. Any time I enter a level, I can't control him, and pressing esc causes the mouse to briefly appear and then disappear again. Opening menus works like normal and I can control the mouse, but when I close them again, I still don't have control. Closing and opening the tab fixes it.

Thank you for taking the time to come back on a second machine and play several hours, that's very helpful!

I like the gameplay suggestions for abilities interacting directly with weapon physics and smarter AI reacting to different fighting styles.

Thanks as well for the detailed bug list, I'll work through reproducing and fixing them.

The PVP mode is "versus" in the arena, where if there are no other players available you just start fighting a "ghost" team of some other player's party being controlled by ai (instead of queuing).  This party is removed when the first human opponent drops in, and the mode supports 4 player controlled party FFA.  I'll look at how Dark Souls did PVP to compare.

Thanks again for putting so much time into testing!