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Zetharis [Dev page. Unstable.]

An JRPG-like dungeon crawler, with some adult-game elements. · By ScaryScary

[All] Feedback and Suggestions thread. Sticky

A topic by ScaryScary created Jun 30, 2020 Views: 377 Replies: 6
Viewing posts 1 to 2
Developer

Just dump it here. There are no templates. All I ask for is to be constructive and offer some possible solutions to the problems you've spotted.

Thanks for your time.

Possibly more keyboard controls for android, other than wasd for movement. 1-0 could be hotkey for the bulk of things. I constantly click the wrong button on the Android version

Developer

Hey, 

I appreciate the communication, I'll try to add hotkeys. Btw what screen size does your device have? I really only considered that Android users are using touch screen, and my phone is quite big so i have no real reference on how the UI feels on other devices than mine. Thanks!

My primary device is 6.5 inch screen. I only mention this, as scale goes it doesn't seem to bad, but I often find myself fat fingering the wrong button often.

Hence the suggestion of hotkeys. Basically an option for full keyboard over keyboard and mouse. 

If you do decide to branch off you may have more real eastate, there is a lot of extra space on my phone. But my is not 16:9 either.

But this is also only a small solution. I'm not sure the more common platform for your game. But would a small QoL update. 

Developer

Surprisingly, it's actually 50/50, the playerbase is split in half, so all of the suggestions matter to me. I'll try to implement hotkeys in the next release, though, there might be one visual problem due to the fact that unity's current input system does not allow for easy conversion of input key number to the UI, if someone chooses custom bindings, but. Default ones should probably work fine for the majority of people.

Thanks for the feedback, i am putting hotkeys into WIP now, i do appreciate communication a lot!

(1 edit)

So I haven't messed with Unity, and hae very poor programming skills.  And I don't know how you have things set up. 

Internal hotkeys. such as 1-0 for the bar in the overworld wouldn't really need to be displayed. But can be implemented. 

But having a lack of knowledge of unity doesn't help. Some program languages have that option. In some way. 

Namely it would it would look at the slot, lets say slot one. Default could be "1" So it waits for the touch input, or detects the one key being pressed. But for custom keys. It could read the keybind for slot one, then shows the possible key next to the choice. 

But somthing that might not be a horrible option, if other people want it. 1-5 on the left, 6-0 on the right. No custom hotkeys needed. Wont need custom keybinds. Sure playing with a normal keyboard I can't easily play with one hand, But its a better option then when I fat-finger the wrong choice.


Also I don't know if this was mentioned anywhere else. Is exp bugged for me? Whether I fight one monster or four, exp is the same for what I fight. Like Tekr gives 25. If I find one its 25, i find four its still 25.

Developer (1 edit)

Well, I did code hotkeys in, so they should be usable in the next build. They could be customized on PC if you were to launch the game through the launcher since it's using input manager.

What I meant by the visual hotkeys is, I'd love to have a little button name show up under each icon represnting each hotkey. Like let's say, skill slots in MMOs, where you see the number under each skill, except i'd like it to be more dynamic.

So for example if you put G to be your inventory button, it'd show up G on the UI, right now the only way to do that is through some store asset or code it yourself, by making like, a big bindings menu, cause then it should be logically storing the saved player keybind preferences in memory or a preference file, but that's a ton of work and I still have a lot of other things to fix/complete (and with my limited time right now its not that much of an option). So maybe something like that for the future.

Still, I do appreciate the thoughts.

As for the XP, right now it doesn't scale with the enemies defeated but rather is encounter based. Probably should buff the XP gain in that case. The next update also includes companion's level HP/SP/MP scaling so that'll be more useful by then.

Thanks again!