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Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

Something about this reminds me of old text based DOS games where you just had to figure out everything for yourself. The design of it is more simplistic and it's a lot more clear about what you're doing, though. I can see this being pretty fun.

What isn't fun, however, is how hard parts of this game can be to read. There's a lot of small fonts and heavy use of italics, all combined with font colours that don't stand out well enough against the dark backgrounds. I found that I had to increase my browser's text size to 130% in order to ensure I could read everything clearly enough. This shouldn't be necessary, though.

What also isn't fun is having to scroll back up the page to check on my health and stamina while in fights, then scroll back down to choose what I wanted to do. This would all work far better if everything was contained on a single screen without the need to scroll. Currently, you dedicate a lot of space to a piece of artwork. It'd be better if this artwork encompassed the entire screen and all of the UI elements laid over it. It's not as important to see the entire image as it is to have the UI elements. Then when it comes to fights, you can ensure each fight places the UI elements such that the enemy in the artwork isn't covered.

From here, I want to bring up some gameplay issues I felt should be addressed. Let's start with equipment: what does each piece of equipment do? Since each area boss drops both a weapon and armour, as well as a ring, each of these must have different stats. I'd like to know what these stats are so I can make more informed choices about each one. Otherwise, it just feels random.

Next, there's a rather obvious flaw in the game's current design: there's no reason to ever use Attack. So if I'm not in a position where I need to restore stamina, my options to deal damage are Attack and Parry. The problem is that Parry is superior in every way; it takes less stamina to use, it completely prevents the enemy from dealing damage AND it does more damage than Attack does! There's just no reason to ever use Attack.

Now for what I feel is the biggest problem in the game: the dice rolling. When using Attack, Parry or Dodge, there's a random D20 roll. It seems to be that so long as you score 7 or higher, you succeed. This means that your ability to do anything is based on pure luck. If the player gets a string of failures, there's just nothing they can do about it. There should be something to give the player a bit more control on this.

For the last bit of this, I just have some notes of things that didn't quite fit into the other areas above.

First, I think that the player shouldn't have the option to return to where an NPC is once they've gone through the scene with them. It just clutters the options available to the player.

Second, what's stopping me from searching the cell anyway after freeing the prisoner? It's not like the prisoner is going to stop me. It'd be nice to see some logical reason for why I can't search the cell after they're gone.

And last but certainly not least... my name escapes me? What do you mean? The game literally JUST asked me my name! I said it was Bananaman! How can I not remember my own name when I just said it?! I'M BANANAMAN!

Thank you so much for taking the time to play CENDRES and for such detailed feedback. This is extremely helpful, especially the points about the combat, D20 system, UI and equipment. I’ll carefully work through these for the next update. I really appreciate it!