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(+1)

This seems to be really really early. A lot of the Animations, like strafing, Jumping etc. are missing, as are basically all Abilities, except for the one berserk ability.

Combat seems to be working, but I can move freely during all the attacks, might be better if they lock you in place a bit, but I think its too early to tell what you're going for, if its supposed to be a more slowly paced RPG or a more action one, I could see it going both ways.

Music is nice, I can see some Ambient getting there, but currently its obviously a bit empty.

Interface looks good, but I couldn't get back out of the class glossar to the previous screen of that interface once I clicked on a class, having to cycle through the classes with the small arrow buttons instead.

Key bindings on T, U and Y seem odd, dualwielding doesn't seem to be implemented despite Barbarian having skills for it, as I could only click on a weapon to equip it automatically to the mainhand, not drag and drop it into my desired slot.

I liked the little chest on the back opening up when accessing the Inventory.

I really didn't like that the camera is default unlocked, I would prefer if it was just locked to mouse movement unless you're in any kind of menu, so I don't have to constantly hold RMB down while playing.

when rotating the camera not the character via MMB, moving forward moves in characters facing direction, not in camera direction, feels odd.

I could see this going a long way if you get all the classes and combinations implemented properly.

Thank you for trying this game! Early indeed, I am for sure working on adding animations along with more abilities but learning alongside devving is a lengthy process. I will look into locking when attacking to see if it feels right, I am going for action but not as fast as diablo. So for the class book if you click the glossary tab it brings you to the glossary, if this doesn't work let me know as it did work for me.  I went with T for talent tree and I for inventory and placed the other two between them because I prefer all the menus to be mapped in a similar location. I'm still trying to code out the dual wielding and inventory stuff which has been a struggle. I love the chest thing too. So the camera is an improvement since last build but I'll look into trying out your suggestion. The camera following is a copy of how world of warcrafts camera works, but I will look into that as well. I appreciate the lengthy review and feedback, I hope this goes a long way but the work involved in complex rpgs is quite a lot. Maybe a poor choice for a first game lol

(+1)

You're right, glossary brings me back, thanks.

T and I make Sense, but you got the whole keyboard to go for you, no need to put it all into one place, unless you want people to constantly access it quickly imo. But thats not really a major thing if you're having adjustable controls in the End, since people can just adjust it to their liking. It bugs me a bit however that you're using Y however, as I'm on a german Keyboard, so it swaps places with Z. Doesn't unity support multi language keyboard bindings? Again, not a major thing, for the same reason as above, I'm just going to assume when this is finished there will be a full options menu.

I can't really nail it down, but despite basically being the same System as in WoW as you said, the camera feels odd in Orthello.

Don't worry too much about the amount of work, unless you have a strict Deadline set, just enjoy working on it and learning as you go, it'll only become better over time, just as yourself. Looking forward to seeing your Progress over the next DDs.

(+1)

Yeah I do plan more options including keybinds. And no deadline lol this will take me years and thats ok. I'm glad to join this wonderful group and submit my game and play others'. Thanks again :)