Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

ShReck huh? Fun combat. Getting enemies to walk into water is overpowered. 

Wall-hitting is infuriating and much more annoying here than it is in Dark Souls because your weapon covers an area 3-5 times that of your character, depending on your attack. Consider nerfing the weapon's hitbox a bit when it is checked against for that. 

I actually like the simplistic graphics for outdoor environments (and their tropical setting) over the soulless Zelda dungeon tileset. 

If the stamina capping mechanic was explained in the tutorial I missed it. It's intuitive enough to be fun to notice for yourself, but a strange omission nonetheless. Also, is it really worth it to have that punishment for just running? It forces slow traversal and yet is lenient enough that it adds very little consideration during combat.

Auto-restock does not restore your bars, and although that makes lore sense, do you intend to do anything with the time mechanic that would preclude it?

The arrow pointing towards the vaguely lava-looking tiles made me think it was OK to walk into them. Then the progression path was to go in the opposite direction they were pointing which was a bit weird.

The enemy health bars are hard to read, as their dark red barely stands out with the adjacent bright green and especially against their own slightly darker max hp bar. Consider making them brighter or larger.

I thought the day/night cycle icon was a quest marker for a while. 

Walking through long stretches of water is boring. Let us tap a button to swim faster or something.

I got stuck at a room with two doors and two eyes I couldn't interact with and went looking elsewhere, but couldn't find anything other than that one trap room.

(+1)

Fun combat. Getting enemies to walk into water is overpowered. 

Yeah, you're not wrong.

 Wall-hitting is infuriating and much more annoying here than it is in Dark Souls because your weapon covers an area 3-5 times that of your character, depending on your attack. Consider nerfing the weapon's hitbox a bit when it is checked against for that. 

I'll consider it. Heads up though, the stab attack doesn't wall hit.

I actually like the simplistic graphics for outdoor environments (and their tropical setting) over the soulless Zelda dungeon tileset. 

I do too. I never got around to punching up the dungeon tiles. Ideally there'd be a lot of unique details in places.

If the stamina capping mechanic was explained in the tutorial I missed it. It's intuitive enough to be fun to notice for yourself, but a strange omission nonetheless. Also, is it really worth it to have that punishment for just running? It forces slow traversal and yet is lenient enough that it adds very little consideration during combat.

There's a lot of stuff the tutorial doesn't cover, including health and stamina caps. I've been thinking of making it so running only hurts your max stamina, so if the player is willing to spend it, they can, without having to slow down now and then.

Auto-restock does not restore your bars, and although that makes lore sense, do you intend to do anything with the time mechanic that would preclude it?

Yeah. My plan is to make far more dangerous enemies appear at night, and since the game is going to be based around exploration the player will have to balance exploring and traveling at a fast enough space (potentially spending stamina running) with using stamina for combat and eating food. Plus enemies respawn when you heal, so there's that balancing act as well, of getting further on what you have.

The arrow pointing towards the vaguely lava-looking tiles made me think it was OK to walk into them. Then the progression path was to go in the opposite direction they were pointing which was a bit weird.

I hadn't considered someone thinking that's what the arrow means. The arrow just shows the direction of water flow in pipes, which it seems you never got to.

The enemy health bars are hard to read, as their dark red barely stands out with the adjacent bright green and especially against their own slightly darker max hp bar. Consider making them brighter or larger.

Yeah, I'm probably just going to remove those in the end and make a big health bar appear if you target an enemy. Or remove enemy health bars entirely.

I thought the day/night cycle icon was a quest marker for a while. 

Good job.

Walking through long stretches of water is boring. Let us tap a button to swim faster or something.

You can do a dodge to move faster through walkable water. Leveling up will make you swim faster once leveling is implemented.

I got stuck at a room with two doors and two eyes I couldn't interact with and went looking elsewhere, but couldn't find anything other than that one trap room.

You gotta get good at figuring out puzzles, man. That one is stupidly simple too.

Anyway, thanks for giving the game another go after the issues previously. And thanks for leaving such a detailed response.

Yeah, I have since figured that you can roll through the lava and take no damage for it. It's a bit strange visually, but I guess it does work as a mechanical puzzle.