Hey man, care to join our team? We're two programmers (a friend and myself), an artist, and looking for a musician!
Juice
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Thanks so much for the feedback!
I fully agree on all these points.
I've been working non-stop the past few days to get the demo out in time for Steam's "Going Rogue" fest, but I've not been satisfied fully. All the points bring up are already on my list, and I will get to them in the next couple of days. I thought it would be best to release the demo in its current state still, in a "better than nothing" mentality.
You haven't seemed to talk about the dungeon of the demo. Have you not found it?
Edit: Looking back, I should have polished up the demo instead of rushing to release it on time for the steam fest. I've taken it down now to do exactly that.
- Fullscreen should not be implemented with the actual fullscreen option in Monogame. Rather, it should be a windowless window that's the resolution of the primary monitor.
- Water texture isn't properly translated to world coordinates. It stays when the camera moves. Looks jarring when the camera moves.
- While the world is generated randomly, there is very little interest in exploring it.
1. There is no actual traversal challenge. Every room has connections to all sides.
2. There are no hidden secrets in any of the rooms. I know this is meant to emulate Final Fantasy Adventure, but still.
The actual generation of the rooms itself is really nicely done tho.
Also, the fact that there's no visual guidance on where to go is also not helping this. It's basically a game of traversing every room to find the dungeons. It doesn't even have to be a UI hint. Just a stone path to the first important locations, even if suttle, would help greatly. Of course, if the overworld had a generated "maze-like" structure, like it should, it would also help in guiding the player.
The dungeons have the same issue basically. There's too much space to explore at once, with no significant points of interest in between other than the one room where to key is. I haven't finished the game yet, but I'm guessing all dungeons will follow this pattern.
The gameplay's fun tho. It's as clunky as Final Fantasy Adventure, but in a good way.
Awesome! If you wanna get up to speed, check out this recent Kickstarter post about the game: https://www.kickstarter.com/projects/julcreutz/mystiqa-procedural-zelda-like-action-rpg/posts/2908493
Thanks!
Concerning the orb of ascension, that's not yet decided! I'll still have to find a way to end the game, and maybe it'll be the orb of ascension :)
But after you beat the game, you can explore basically infinite new islands within the same universe, so the orb of ascension is not neeeded to continue playing.