Ayo play the Steam version. The issue remains the same but now you got... LAMPS
ithiro
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I like river city ransom RPG. Just please add descriptors to the actions in the battle scene so we can check what they actually do.
I'd also try to cut down and make the dialogue quicker and more dense. 15 minutes of intro is too much, and you lose out on the combat tutorial too!
I also liked the random events, but you might need a more dramatic transition so people don't htink your game bugged out. In general events and their choices seemed really interesting.
Focus on improving the presentation and player experience and you might have a good game in your hands.
thanks for the vid! It helped me a lot for catching smaller issues.
you could keep attacking the trees to break them and get that wood.
and you ended up sprinting right to the final mega dungeon, which is indeed pitch black and requires you to bring a torch or another light source. bad luck that you didn't run into any of the normal dungeons, and the final one spawned so close...
GODot chads represent!
Really nice game, I'm loving the pixel 3D aesthetic. Now here are my points:
- COMAT misstype in the tutorial for Barracks
- I'd say that being very careful with keeping the pixel density/resolution consistent (including the font, and probably based on it), specially in the interface, would do wonders for the aesthetic.
Thanks for the review! And glad you liked it!
NPCs spawning near cliffs is a problem I'll have to tackle sooner or later, but might not have a decent solution. We'll see. But there's no real way out of a game like this not being chaotic and unbalanced, but I hope that's fun to mess around with!
And about combat: You don't have to treat it 100% like a numbers game, as you can use not only attacks and defending, but also kicks and dodges to gain a huge advantage: Kicking blocking enemies severely drains their stamina, and dodging heavy attacks instead of parrying them can net you a nice stamina advantage.
On levels: enemies and the players are 1x1 on all accounts, plus modifiers to make the game easier or harder, that'll be customizeable in the options menu coming soon. But because your own ability and build matters a lot more than 2 extra points in strength, levels are more of a suggestion than an absolute in terms of what you can handle.
Oh, and you can just right-click when looting to get all items instead of going through the amount selector.
Hope I can meet your expectations in the coming updates!
Great progress from the last build! The sound effects, new enemy, new bone candy, and music are great! The new level is also excellent, despite having no textures (I assume for now).
- Needs sound effects for air dashing and ground pounding!
- Enemy attack animations, at the start, need some easing to be less jarring.
- I think you may need a slowdown when in wall-jumping mode, Mel slides too fast down IMO
- Needs a wavy underwater filter! And whater effects like when jumping out and swimming in the surface! Gimme the bubbles and splashes maan
- Some frustrating moments where you lose toom uch progress from small mistakes (like having to redo the tree area if you fail to get the bone at the top of the tree in the previous are below. Some shortcuts would be nice in more open-ended levels like these.
Otherwise, great game! Keep at it and put some nice textures in those levels!
I like the idea of a minigame collection about medieval shenanigans. I'd appreciate a more consistent control scheme, though. With more options for buttons, like using space for the fishing minigame.
And the rhytmn one needs work too, it doesn't feel like the notes sync up to the music, and the feedback is subpar. Be careful of making the first rhytmn gtame levels too hard, as they can feel impossible for some people.
Overall, keep at it and good luck on your project!
The core idea seems fine, but I think the interface needs a lot of work to make it clearer what's going on. Also not a fan of the exploration cards. Spamming low-reward cards with no risk or much thought can make the decks feel bloated and less interesting. It's a nice concept, though, so good luck on development!
Thanks a lot for your in-depth review!
Luckily, I feel like your problems with it will all be solved by the work I'm still to put in the game in the polishing and content phases. And maybe the balancing ones and more...
I understand what you said is essential to making an actually good game, so I hope I can put all of that in the game soon!
GODot chads represent!!
Already lovin' the idea and the aesthetics you're building, good job! Things already feel good and fun to play, so please keep at it!
Here are my thoughts:
- Stretched pixel fonts without the Nearest filter don't seem to fit your aesthetic. some futuristic and stylized, but still legible, font would be better.
- It seems like a better idea to preload() the gun assets you'll use, as the load stutter on first firing them is pretty jarring, or at least do it on pickup, that way it's a little more expected. Same issues with other assets: making things load at the right time is important to make the game feel less janky.
- Could be interesting to have sprinting and the related actions also use up fuel, that way you have a reason to not just sprint everywhere.
- Remember to use the correct settings for Label3D to ensure they won't clip into stuff, like for the Hijacker text.
- Weapons with high recoil/cooldown should have more exaggerated animations to make it easier to see when you can fire them again.
- A button guide on the HUD could be a neat, in-game way to make people feel less lost at the start.
Hey tomo, thanks for the in depth review.
And yeah, a lot of the lack of content is due to the lack of content. Might need to up the events happening chance though, it seems.
World Gen will be optimized, and performance in. General.
You couldn't Ask the NPCs about Rhuja? Might be a bug...
TPS mode is debug only. But I'll work on it if people demand it.
Might need to add more content so it doesn't feel so barebones.
Thanks again!
Thanks for playing and the video!
Yeah, I'll have to polish the sound design more. But I have no problems releasing the game in early access and slowly but surely adding all the missing content, even if it takes years. I'll study more ways to optimize world gen too.
And you can count on me sticking with it!
Hi! Thanks for playing and the review!
- Your attacks do slow down when they hit enemies, but maybe it's not enough, I'll see to making it more impactful. The rest I'll balance more soon.
- I will add way more variation with monuments and other outside props, but you can see the location names on the map screen, and even fast-travel to them for now.
- I'll look into prepackaging a world, at least for the early demos. And the world gen seed is defined by the actual world name! So if you and your friend generate The Land of AGDG, it will be the exact same world!
- Flying/Levitating are accessible through spells right now! (minus the debug stats) And digging and burying can be done with the Shovel Tool item!
Thanks for playing and the reports!
- I already fixed that screen, but thanks for the pointers!
- Flying and hovering are debug functions, so don't worry about it, same with the controls obstructing the view.
- I can't prepackage the demo with a world, as I'll have to ask people to put it on a specific folder in their User folder, which can cause big issues...
- I already realized I'll have to add a tutorial to get people on board, thanks for the suggestion!
GODot chads represent!! Really cool game and a unique idea. All the fun of micromanaging healing without the dread of playing MMORPGs and interacting with their playerbase? Awesome!
Here are my thoughts and issues with it:
- Excellent art style overall, specially the 3D characters and environment. But, I would use less simple gradients in the interface.
- This is serious: turning the camera with left-click-drag makes it so your movement and strafing is still based on where your character is facing instead of the camera, which is very aggravating. I get using that to set a specific camera angle or check out your character, but movement should still follow where the camera is looking at.
- You might want to consider adding a re-cast button to cast the last spell, specially with how Lesser Heal costs no Mana and can be used while moving.
- It's better to stop the character's movement (and then cancel the spell if trying to move again) when casting spells that require being stationary instead of just making them fail if you try to do it while moving, and how some spells benefit from being cast over and over again.
- "Maximimum" misstype on Chain Heal's description. Other levels of Chain Heal also have spelling mistakes.
- Pressing to cast a new spell should cancel the currently cast one and start the other, or enqueue the action to be done as soon as the other is finished.
- Q and E are way too useful to be wasted on a mostly useless action people will do with the mouse anyway. Consider changing the default keybinds.
- Changing targets while casting a spell doesn't actually change that spell's target! Should be an option at least.
- ... why is the spell-book icon a spell-wand?
Good luck and keep at it!
Thanks so much for playing, and the in-depth review, I'm really glad you liked it!
I've taken note of your small issues with it, and will work on improving on them. I'm still adjusting the balance of things, and the lack of content might impact that, but rest assured things will feel more balanced later on. I'll definitely have to add some sort of tutorial for future releases.
Things to note: you can break down doors with enough attack power, and the attack type matters a lot (like using cutting weapons against wood/fabric, and smashing ones for metal/rocks).
Excellent screenshots, btw!
Really cute and well animated and programmed player character, scenario looks wip but the artstyle is already appealing. Can't wait to see it with music and sounds, those make a huge difference in games like this.
Here are some more thoughts:
- should be able to air dash after a wall jump
- ledge grabs don't seem to work sometimes. worst case scenario seems to the the little pillar fountain at the beginning
- needs an animation for sprinting while swimming
- definitely needs particles for ground pounding at least
- don't know if this is wip, but a crouch action leading into a high jump seems like a missing piece
- remember to add a counter for the bones
- watch out for level design traps like asking the player to do a maneuver high up with no safety nets before making them do it on the ground more safely
Looks interesting, hopefully the humor makes it to the final version! Just a couple pointers:
- Start working right now on separating what zooms in and out with mouse wheel, as it can cause problems later on, as they are now. Check out how the GUI layer works, or the GM equivalent.
- Maybe don't ever make units occupy the same cell? Looks too jarring and confusing. Or develop some smart system to deal with that.
Thanks a lot for playing and reviewing!
- I haven't done an optimization phase yet, so both world generation and normal gameplay will run faster later on.
- 10km² worlds are recommended because then there's a sane chance that you'll generate all the things you'll need for all level ranges, otherwise it's way too cramped and skips tiers of equipment, for example.
- I'll probably have to add a handcrafted tutorial area soon, welp.
- Combat gets faster as you gain levels, as a lot of speeds scale with stats, so it's better for it to start slower.
- Your enemy might've actually been using Light Armor (or more Light Armor than Heavy), in which case the dagger/hammer situation would've made sense. Still, I'll do more balance passes, thanks!
- Already done in the final UI I'm working on, but thanks for the suggestion!
- There's a chance for monsters to spawn outside. Might need to adjust that, or account for loading in/exiting buildings. Got it. I'll also add a lot more events outside in the full game, so stay tuned!
Looks cool and seems like a neat idea. Seems like all the system are well implemented and there is a lot to do. Might want to consider adding all functions of IRL Windows to your's so people can manage it all better, like they do IRL.
Now, for my main issue: The pixel font seems busted. Check its ideal size and only scale it by multiples of that! Consider also not using a pixel font. They're terrible for stuff like Bold and Italics, which you may want to use a lot in this kind of game.





