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Gave your game a try today:

THE GOOD:

1. Artwork looked great. Love the colorful environment, character models and monsters.

2. Level design and layout was easy to understand, and the mapping was simple to read. I liked this. I never felt lost.

3. Combat has potential.  I think it'll get better once you learn new abilities or gain additional weapons... maybe?

4. Heal ability from the start is nice. You definitely need it. Some of those enemies hit hard.

5. Music is good and fitting for the theme of the game.

FEEDBACK:

1. There are some mapping issues where I tried to climb up a hill, and you get stuck. I could only keep climbing if I jumped. Also... there were a couple of spots my character bled through the ground, and I couldn't move. Jumping got me out, though.

2. Tutorial didn't feel like a tutorial. It was just reading. Maybe add in some content throughout the tutorial that lets me test out or play everything you're teaching me. Or break up the tutorial throughout the game. That's a lot of reading at the start, and most players don't want to read that much at once. Teach us slowly as we play.

3. Combat needs a bit of work. Maybe a charge attack, or more abilities, a block... right now, you're just mashing the attack button and healing, plus the one little cyclone ability.

4. My clothing disappeared. I'm guessing that's a durability issue, but I don't see where we equip weapons and armor. Is there a character menu that shows our character and what they're wearing?

5. Will there be an opening story? I wasn't quite sure what I was doing or why I was in that area. I meet a woman; she asks me to come talk with her... I bought something... then she wants to fight me... because she's bored? Huh?

6. I'm not a fan of doing everything with a mouse. I wish movement was WASD and then mouse attacked, etc. Do you plan to add other control options eventually?


Overall-not bad. Keep up the great work and looking forward to seeing more as you continue to develop this game.

Thanks a lot for checking it out, and your comments. 
On the "Tutorial", do you think it would have solved the problem if it just wasn't called a tutorial? Those areas are just intended to be  miscellaneous tips, the tutorial was the beginning where it ensures you know how buy, equip, and use a skill. Other than that I don't think there's anything mandatory to know.

Combat - Intended to be like path of exile except each item is effectively a skill gem. So you may find it quickly goes from not many things to use to too many. Which brings us to the WSAD keys.  You're gonna be aiming with the mouse anyway so might as well free up those keys. Gamepad works though and is as good as WSAD plus 360 rotation.

My clothing - The clothing break is a status effect that can be cured with the power up boxes that are scattered around. It's not related to gear directly. I guess something needs to be done about it though if it's unclear.

Opening story - Do you think it would have been better just without any dialog then? There is another opening scene planned to introduce things more but it's intended to be quick to get to the gameplay.


Is there a video? It's fine if not, just thought I would check where you were stuck and such.

I actually don't stream, so no video, though I have thought about doing that eventually.

So, the thing about the "tutorial" with all that reading is that it's at the beginning, and there's so much of it. Most players determine if they're going to like a game their first 30 minutes, so it may be best if you just scatter those tutorial blocks throughout the first level, maybe? Instead of having them all in one spot. It might feel a bit overwhelming for newer players. I could be wrong, but even I got to the point I was done reading and was just like... "I'll figure it out." LOL I wanted to see what combat was like.

I don't think combat is bad. I did enjoy it and am interested to see where it goes and how it evolves. I did take a break after that first encounter with the merchant, but I do plan on playing again. I want to beat her. She bested me. How dare her LOL

As for the story... in my opinion... I guess that depends on the direction of your game. Do you plan to have a lot of story/dialogue? If so... maybe add a bit more in the opening to tell why we're there, what's going on in that land, etc. If story isn't super important... then it should be OK with how it is. I was just curious cause typically games like this have an opening story and explain what I'm doing, why I'm where I am, my overall objective, etc. Am I looking for someone? There to save the land? A traveling mercenary? I was just curious on my character's backstory, I guess.

Of course... my feedback doesn't mean it's bad. I did enjoy the game. Love the cartoonish characters and colorful maps. I'm interested in where this game goes!

(+1)

I understand, good to get your feedback. I do have plans for story stuff and I'll be doing something about the tutorial.