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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!

So this was pretty fun! It gives a bit of a Legend of Zelda vibe with the top-down view and collecting treasures in dungeons. I also found the gameplay pretty simplistic.

Before I get into my feedback on the gameplay, I want to note some issues I had with remapping keys. Before I knew what the gameplay was going to be like, I had read the controls and wanted to change them to make my left face button be my first skill, my bottom face button be my second skill, my top face button be my third skill and the right face button be my shield. Of course, I eventually realized that this wasn't a good idea and switched it back (though I would argue that the bottom face button should be the default for the first skill, but that's just me), but before that I caught some problems. First, remapping the skills also remaps the confirm and cancel buttons, which I feel shouldn't be changed. Perhaps have the option to set those as their own controls, so players who are used to Nintendo style controls can set those to how they would like? Second, I noticed that certain in-game labels didn't update to the remapped buttons. For example, if I remapped what you initially labelled as the B button, then when I went to a rest it would still be labelled with B instead of whatever I set. Lastly, I think it'd be an idea to make the labels automatically change based on the player's controller. You already have support for the Switch Pro Controller in there (as evidenced by the fact that the game didn't go berserk when I used mine, which is what happens when developers don't put add the support in due to how the Pro Controller natively works on PC), so it'd be nice to see it pushed a bit further so that labels matched. Basically, this would have the X-Box controller remain with the current labels, the Pro Controller see A-B and X-Y switched, and a Playstation controller would become the symbols.

I also want to note one oddity I noticed... whenever I would pause the game for the first time after starting up, the game would freeze for a moment. Again, it was only for a moment but this feels like something that shouldn't happen.

Okay, now for the gameplay stuff. 

First, I noticed that enemies could start trapped in blocks. Depending on how deep into the blocks they are, they could become impossible to fight (I noticed this even happen in the dungeon with where you get the Compass Shield). While the Compass Shield and bombs can correct this, I feel like this can still look bad.

When I started up a second run, I noticed I had the option to upgrade the Compass Shield immediately despite not having the shield yet. While it seems the game does keep memory of items you've obtained in previous runs, it doesn't make sense to let me upgrade something I don't have yet.

I encountered a room design where it simply was not possible to get the reward in the middle without taking damage from spikes. I don't know how common this may come up, but I feel like when this happens that the rewards should just be far better. Either that or there should always be a way to get to the reward without taking damage.

One thing I don't remember learning about was that bombs remain active if you move rooms, which is something I think players should be made aware of. I ended up testing this myself after I encountered a room where the only way to progress further into it from the door I took was to plant a bomb, but the only way I could stay safe from the bomb was to leave the room (There was another way into this room, but it was all spiked off). While personally I'd rather see it that I wouldn't have to leave the room (and instead the rooms are always designed to give me room so long as I place the bomb correctly), if the player at least is informed that bombs keep going when in another room then this would be fine. In fact, I would say that there should be a tutorial room to show them this.

Is there any correlation between how I touch enemies and how the fight begins? For example, if an enemy touches my backside then do they start behind me? Or if I touch an enemy on their left side, do I start on their left side in the fight? I ask because I noticed that fights were inconsistent about how the player starts relative to the enemies, even when doing additional encounters with the same enemies. I'd either like to see it remain consistent in some way (either all fights start with the player on the left side of the arena or each enemy has a specific start that never changes when you encounter it on the field) or to have it that how you touch the enemy matters (so an enemy touching you from behind means it starts behind you, and the side of the enemy you're on determines which side you start on).

I also understand that the design of combat is pretty simplistic because the game is supposed to be more about the stuff you deal with outside combat, but I do wish it was more engaging than it is right now. Currently, it's just to occasionally use skills and then perform dodges and shields. Part of me wishes I had more control over the fight and more ways to do stuff, even if that meant taking away the simplicity of it.

Lastly, there's one thing I'm still rather iffy on... the trail of darkness. One thing I find that the trail of darkness prevents is backtracking. If you want to return to a previous town to buy supplies or realized you missed a dungeon, now you're just putting yourself at risk for a Dark Dungeon, which I realized are just insanely deadly. While I'm not opposed to the idea outright, I feel like it needs some tweaks to improve it. I'm going to offer a list of various ideas that I think could help.

1. Make the Trail of Darkness start later. Give the player time to adjust to their run before it starts becoming a problem. There should be a key boss that the player has to defeat before it begins.

2. Slow how fast the Trail of Darkness grows so that the player can more easily do backtracking without putting Dark Dungeons in their way.

3. Don't make it that every tile gets the Trial of Darkness. Instead, make it only appear every few tiles. That way, the player has more wiggle room to backtrack.

4. Create ways for the player to erase the Trail of Darkness.

I think that's everything I got! Good luck with the game and I hope to see more!

Hi! Thanks a lot for both for hosting the event and check my game as well!! That's a big list of feedbacks ^^ 

Please lemme know when i can find the video on youtube :)

I'm glad you also checked the compatibility with nintendo controller, so far i implemented the gamepad compatibility but mostly tests were done on XBox and PlayStation gamepads 

By Nintendo style controls you mean the fact that confirm/cancel buttons are swapped?

Oh i see, there's some input label which still doesn't react dynamically to input remap? Must have missed that... or do you think that it's a Switch pro controller specific issue? Thanks for pointing that out

That lag moment is a flaw indeed DX, it's caused by the huge size of enemies spritesheets (the bestiary features 300 enemies, in the demo there's a good amount), loading for the first time a UI structure, like the inventory, in which there are connections to such spritesheets would cause a lag. In the full version i'm working as we speak, the problem escalated further so in the end i had to add compression to the spritesheets, when i'll update the game, it should shorten a bit that lag... to cancel it completely maybe it would require to compress further the spritesheet, however i'm afraid that could cause some quality drop, so i don't know...

The idea behind enemies hidden by blocks was the possibility of hide some enemy for ambush purposes, i guess when it's just partially hidden that just sounds as stuck

Once you find a weapon or artifact, it will stay revealed even when not found, the purpose would be both to know which ones are still unknown but also to allow the player to upgrade the desired ones at any time, compared to be forced to spend currency on only the ones you currently possess, or not being able to spend at all because maybe the ones you curretly have are already maxed out

About spikes surrounding the center, it doesn't happem that much often indeed, actually it's rare, it can be an issue in the first dungeon, before receiving the Compass Shield, but after you receive it you can use the Shield Bash skill in dungeon and you won't take damage from traps while the skill is active

I guess also that other scenario of the bomb you mentioned happened before getting the Compass Shield? That's very rare indeed, since those scenarios are extremely specific and can occur only in the first dungeon of a new run i didn't cover that for tutorial i must admit... the other issue is that in past i had to handle the excessive amount of tutorial coverage, it's a very difficult thing to balance...

The reason why each fight in dungeon can lead to different enemy formations (even when touching the same enemy sprite) is because each enemy spawn in dungeon is connected to a specific enemy formation, you'll see in dungeon the leader of each formation (the first enemy of that list), but each formation have different placements for the player, the enemies, whether you can escape from left/right, one of them or none. It doesn't matter how you touch the enemy for the sake of positioning in battle, unless you hit them with the skill of the shield, which causes damage instead of entering in battle.

For more control in battle you mean something like attacking at will? Among the possibilities i decided that jump is sealed from this game, since that would trivialize the knockback gimmick that revolves around the weight stat of player vs enemy. This fighting style is based on Half Minute Hero but a more complicated version, too bad that i realized that there's no place in which their fans gather ._.

Yeah planning your path is part of the core gimmick of the game, especially due to the trail of darkness, you're supposed to backtrack... or also rng might lead you to do that, so darkness might skrew/change your plans. Currently there are 2 things you can do to deal with darkness, aside choosing wisely where/when to move in map: 1 - You get the Abyss upgrades: one of them will make the trail erode slower the map (more steps required to destroy it),  another abyss upgrade lengthen the timer of each spot in map from where you pass through; 2 - You can find Time Runes as quest prizes and use them to stop the timer both of The Hand and Day/Night, that will also allow you to block the dark trail in worldmap. You can also find time runes in dungeon but will be used immediately and are quite rare to be found as loot