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(2 edits) (+2)

I know this is an alpha demo, but I thought I’d throw a few things out there just in case. I like what I see so far — the art, sound, music, atmosphere, and gameplay are all very satisfying —, and I'm very much keen for the full version. :D

- It would be nice to have keyboard-focused controls, like Tales of Maj’Eyal (TOME) and ADOM (numpad directional keys for movement). This is especially important, as moving too far ahead via mouse input means potentially walking to your death. Yet it feels claustrophobic to point only at squares adjacent to your character.

- The loot box needs a ‘send to inventory’ shortcut key. For example, holding shift and clicking an item sends the item to the inventory. I don’t always want to take all items, and I don’t always want to drag and drop items across.

- When looting, the ‘take all’ button needs a shortcut key (such as ‘f’ to take all).

- Is there a shortcut for switching weapons in the full version? If not, that also needs to exist.

- Escape should exit out of both the uppermost windows (which it does)  and any selected ability, before opening the pause/settings menu.

- The loot box ‘take all’ button needs a tooltip to describe what the arrow does.

- I have no idea what that red broken shield means on the item tooltips. It also took a moment to realise the icon was a shield.

- It would be nice if the keys on the hotbar were visible by default to make it easier to add abilities to the preferred keybind instead of simply guessing. Alternatively, the moment you start ‘dragging’ a skill, all keys on the hotbar should appear.

- The tooltip speed is a bit slow, especially when you’ve just opened a window.

- I'm not a fan of the writing. There are a few typos, and a lot of awkward phrases. I assume some of this is a translation issue, and much is just placeholder text.

- It’s distracting to have ‘my character’ continuously talk, but I assume that’s there for the demo.

- The rest mode is awkward to use. There needs to be a rest mode shortcut, especially as when you get hungry or thirsty while resting, the resting mode turns off, but doesn’t exit out of the ‘mode’ menu, making it a bit awkward to get to the inventory to eat.

- Items shouldn’t explode away when you close a loot container without taking any items, and items shouldn’t fall onto the floor when you add an item to a loot container. If I put a pair of boots or some rotten cheese in a cupboard, my intent is to get them out of my sight or to use the cupboard as temporary storage, not to clutter the floor with junk.

- In black/dark areas that I have not yet explored, I can still mouse over the area and see icon popups.

(2 edits) (+1)

Hello, thanks for the detailed feedback!

As we've mentioned earlier, keyboard controls were cut out not so long ago because they caused plenty of bugs. It's temporary and doesn't reflect how the game is intended to be played. All shortcuts and hotkeys will be added to the game as soon as we fix the aforementioned issues.

Your quality of life suggestions make sense, I'll write them down.

Speaking of writing, it's mostly translation issue. Cutscene dialogues weren't proofreaded by the native speaker, because they were alredy voiced by that time, but the rest of the game (e.g. item and skills description) is pretty much final. Did some of those still feel like a placeholder?

Red shields reflect stat penalties because of item's low durability.

Modes are in a very early iteration currently. They will be improved in the future. Items drop out because our game currently doesn't have any save system, so it's temporary as well. Changing mouse cursor in  FOW is a known bug, we'll fix that.

On second reading, the descriptions and books are fine. They just need some proof-reading and minor editing before finalisation. :)

For example, 'Gods hate this world and every one of its inhabitants indeed' might be better written as 'The Gods hate this world and all of its inhabitants'. If the 'indeed' is meant to lead on from 'previous work', as in to mean 'As we have previously establish', then it could also be written as 'Indeed, the Gods hate this world and all of its inhabitants'. There is also an error in that same note: 'Half of his village had fallen from [an some] unknown ailment'.

'I still hope that it was all but a wild tale. I still hope that the boy himself was not infected ...' Might also be better with a different tone, as it currently sounds like a fairy tale: 'I hope this is just delusion, and that the boy is not truly infected.'

There are also errors in The Big Book of Salamanders: 'Admittedly, some skill [an] magical inclination is needed', and 'Call forth [an an] inferno...' Also, 'As such, their essence [acquires] amazing thermic properties...' is that 'acquires' as in heat gives a salamander’s essence thermic properties, or is it meant to be 'has' as in a salamander's essence has thermic properties?

That said, outside of the dialogue, I would not consider any of these major issues. It is just occasionally a bit jarring.

It is also good to know the team is working on many of those gameplay issues. I'm looking forward to it. :D