Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+2)

Hello ๐Ÿ‘‹

Saw your post on reddit today and played for about an hour. I've got some feedbacks for you that I'll try to detail as best as I can since english isn't my main language.


- It is not possible to rebind keys for now, which can be annoying for non QWERTY users. Maybe not a huge priority but could be enough for some people to not bother further. (You can still switch to EN keyboard at least as a workaround)

- There is no feedback when you can loot or gather something from the ground. A simple tooltip displaying the name of the item when you're looking at it from a close distance would help a lot to understand what can be interracted with and what cannot.

- There is no confirmation box when cliking close game, not a big deal, but when you accenditaly click it, it's annoying.

- It seems the resolution parameter isn't saved when exiting and restarting the game.

- I would suggest giving the player an option to disable head bobbling as it can be a source of motion sickness for some people.

- The crouch action could use a toggle setting.

- Your character slides under water even when you do not move which makes the deplacements a bit akward, like walking on ice.

- Combat lacks a lot of feedbacks.  You don't really have a dedicated FX, animation or sound when landing a proper hit on the target which gives the impression you're poking the air. The same goes for yourself when you're hit.

- When you need a specific tool for a craft, have it displayed in the craft menu somehow instead of letting the players try to build it and then tell them it can't be done without the X or Y tool.

- You can sprint and spend stamina in water but it does not increase your speed. Either disable the key or maybe have a rapid swim movement.

- Once you're dead maybe give the option to load a previous save directly instead of going back to the main menu to do it. On this matter I think dying takes way too much time between the moment your HP reaches 0 and the moment you get the option to play again.

- You can save during loadings which can leads to softlock gameplay when abusing this. For instance, if you save when you're dead during the fade to black (At 0 HP) load this save, and save during the loading screen then load this save again, you'll end up stuck in water and you can't do anything.

- It seems you can't load a slot while in game which is not convenient.


Regarding the feel of the game I wouldn't say it's bad, far from it, but I wonder what's your take on the survival genre with Windstone ? I did not notice unique mechanic that could make me play this instead of the dozen other survival games out there. You got decent graphics, it runs fine, you seem to be a competent developer, but I fear all of this will not matter in the long run if you don't find YOUR feature. The kind of feature that will make your game truly yours and unique in the eyes of the players. Minecraft had a fully interactive wolrd, Rust had a brutal pvp and a cool sandbox, Valheim had sweet visuals and deeper RPG elements than other game in the genre, Green Hell had hardcore survival elements, The Forest had an intriguing story etc.. All these games manage to be noticed because they offer something to the players you could not necessarily find anywhere else. 

I hope this doesn't sound too harsh because that is truly not my intention, I just wanted to tell my honest opinion.

Good luck, I wish you all the best ๐Ÿ‘‹๐Ÿ˜Š

Thank you, that is all great feedback. You are right that Windstone doesn't have much unique to offer other than familiar mechanics in a new setting. My hopes and plans are that as the story develops around raising the dragon, finding out what happened to the first colonists and eradicating the threat to make Windstone safe to colonize again, along with adding difficulty levels and a permadeth option, Windstone will be more unique and find its niche.