Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Combat plays horribly from the top down perspective, enemy windups are insanely fast and stunlock the player instantly sending you back 5 screens. Which wouldn't be so bad but the player movement is slow and painful, and a lot of design choices rub salt in the wound of the unpleasant combat. Animations all around are bad and it doesn't seem like any thought was put into enemy encounter design, just spam enemies in rooms. Enemies also have visible stamina and mana bars, but basically can't deplete the former and the latter doesn't seem to do anything, so that information is just useless.

Starting the player with no simple access to a weapon is quite annoying. None of them are locked behind particularly difficult challenges, you just have to walk past most enemies, but it means combat is basically pointless until you find one of the weapons. I played for over 45 minutes before I found a weapon. It wasn't enjoyable.

Putting gameplay critical information like how to use consumables or perform alternative attacks inside pamphlets is a bizarre choice. Particularly when you can just check the control binding screen for that information. I'm not really sure what the goal of the pamphlets is, either the player checks the control scheme and they are useless, or the player will be frustrated by important mechanics being taught to them by random missable objects on the ground.

The campsite UI is confusingly designed and annoying to navigate, and the level up screen being separated feels arbitrary since camp fires always feature both. The UI also has a hard to read font and black on grey text is doubly annoying to read. It's also annoying that consumables are so readily available but not explained in the tutorial and not equipped at all by default. This feels totally nonsensical to me.

It's clear to me a huge amount of effort has been put into building the complicated combat system, but the combat itself isn't actually enjoyable at all. Attacks are overly punishing, stunlocks are common for AI and players alike, healing is slow and irrelevant in most combat, AI are highly aggressive and often lack punish windows and it feels to me like ranged weapons are simply overpowered as they let you ignore the AI.

I feel like this game falls for the common pitfall of a designer building content, playing it one time to ensure it's beatable (likely with full equipment, and with the omniscience of the game designer), then moving on to the next piece of content. Even if your game is intentionally difficult this is not a good way to design, you have major blind spots for the users first time experience, the pacing of the game and the ways in which it's frustrating.

(+1)

Hey thanks for playing. I mentioned this in the thread, but despite being harsh your feedback is actually pretty useful. I consider 99% of what's in the game to be experimental, so plenty of things will be changing in the future. When you say spamming enemies in rooms, are you talking about actual rooms like in the dungeon, or in the overworld? Right now overworld enemies are randomized, other than one encounter with 5 axe guys guarding some gauntlets. 

I'm a little surprised you went for that much time given your experience. I was experimenting with players needing to find all the gear with this demo, so clearly that's not working, or at least not in a way that's palatable.

I will at least partially defend the pamphlets. Tutorializing is better than not tutorializing in my experience, and if you learned the information in the pamphlets in the key rebind menu, that means you learned it which is good. As for them being randomly missable, that's fair. Like with the weapons and armor, the goal was to make exploration of the world a requirement. For the next demo day I may focus on making the game a lot more pretty, and improving the current overworld in general, (though it probably won't make the final game at all.)

With this demo I also tried making the gear screen always show up after resting, while beforehand it was a chest you checked. I might make the chest a thing again. I'll take another look at the fonts, and may change it, but it'll depend on how other people react to it as well.

To be honest, I think the combat might just not be for you. I have fun with it, a lot of other people have as well, and while you're not wrong about stun locks and ranged attacks, that's by design. It makes sense to me that a ranged attack would make things easier for the player, it's a ranged attack after all. It's the right tool for the job, ultimately, and that's what I'm going to be going for with a lot of the combat, being figuring out which weapons will give you the best advantage against which enemies, and then managing to capitalize on it despite being in fights with multiple foes, or despite having dwindling resources, or being low on health. The settings has difficulty options you can try tweaking in the future.

It's a constant work in progress. This has been my 4th or 5th tutorial, and they all change big things to see how players react. My design process is pretty iterative in that regard. I don't know if the game will get easier necessarily, but I've been trying my best to make sure the tutorial eases the player in without being overly long.