Video:
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hey DFuxa - thanks so much for testing it, I really appreciate it. The video is super helpful.
I've put a similar comment on your YouTube video, but a couple of things I picked up on:
- make items / interactables more noticeable on the island (i.e. perhaps a little flash every so often)
- inventory management. You can discard items by throwing them on the ground, but I need to make it clear that you can do this.
- make it clear that ship / sailing gameplay is not part of the Playtest
I've got a couple more questions for you if you don't mind (and please give honest feedback):
- did you find the game fun, and could you see yourself playing it again with more content and more to do?
- what part of the game did you find the most fun (e.g. exploring, finding new places, combat)?
- who do you think would really enjoy this game? i.e. is it people who play traditional roguelikes, RPGs, or strategy games
- what do you think is the main selling point of the game?
Thanks again
Elliot
At this stage I didn't find the game fun. You had presented your idea though so I could see it having the potential to be fun. The parts of the game that I enjoyed the most was the general exploration into the unknown. I didn't really enjoy the combat though, no real control (and that ambush I had could have gone super poorly). Likely anyone who likes Sid Meier's Colonization games and turn based games of that nature would likely like it.
You aren't at the stage where you have a main selling point yet. I would say that when you add in the ship combat though you could likely be asking that question. Specifically, how will the ship interact with the rest of the party mechanics on land and what will be happening with the ship when you disembark (will enemies be able to attack it?)