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King Tempest

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A member registered Aug 03, 2020 · View creator page →

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(2 edits)

I like the demo as a whole, but here's my general thoughts/ideas:

  • Remove (or mostly remove) the need to reset the whole level on player error
    • Gets very annoying very fast when just trying to get a good idea of what to do by screwing around with stuff
  • Increase the speed of lifts
    • Also gets very annoying when paired with the resetting issue as it takes a lot longer to get back to where you were. Even just adjusting the acceleration of the lift would be nice.
  • Increase jump height
    • I know this could screw up some stuff, but honestly, the jumping just feels really unsatisfying to me. Not that it's a big deal, just a nitpick I guess.
  • Add the ability to move while throwing
    • Also could screw up some stuff, but this one feels like a more important thing to feel good than jumping, as having to cancel, move, cancel, and move again to line something up can be annoying
  • Increase the magnets' friction on the ground when thrown
  • On the magnet flinging level, it might be a good idea to make it more obvious that you aren't supposed to throw the magnet from the top platform by hand
  • I don't see why throwing the magnet is locked to certain angles? It feels really clunky and hard to aim.
  • I think increasing the vertical throwing height might help a little bit in terms of controlling the magnet, as it feels really heavy right now and just doesn't feel right to me.
  • Not a game-breaking issue, but I generally like to keep my controller plugged in when I play other games, but when I booted this demo, it wouldn't let me select anything via kbm and was really jittery until I unplugged it. 
    • To fix this, you should just be able to set an option for kbm, controller, or maybe even auto-swapping in the settings. Auto-swapping could be done by just checking which one input something last and then using the methods for that scheme. Adding onto the first point, though, it might be a good idea to auto-assign it to kbm if you don't add auto-swapping.
  • And this is my last one, but I hope whenever this does come out that you go a lot more in-depth into applications of the mechanics. Some games don't do that very well, but these have a lot of potential and could be really cool when put together.


I think that's my main gripes about this, although I'm sure I've missed a few lol. Mainly just controls and tactility which (to be fair) I am generally more picky about than other people. But it's probably better for me to say all of that now before this game gets a lot bigger level-wise and harder to change when it comes to controls due to 'cheesability'. 

But yeah! Cool game and cool concepts, and I look forward to playing it when it comes out!


Edit: I watched literally the next two seconds of the video after I paused it and you said you weren't taking more feedback. But I guess if you ever change your mind on it, then I guess here it is? Sorry lol

(2 edits)

Just finished the demo, and I have some things to say:

(warning: very long)


Negatives:

-The bow was unsatisfying as it is the only auto-fire/swing weapon (from what I could tell) and it feels like it should be charged until its released for use in powerful sneak attacks

-Adding on to that last one, the weapons other than the bow feel like they should be auto-fire/swing because rapidly clicking is slightly annoying

-The pixelated tooltip text was squished together and was pretty hard to read

-The cave had horizontal lines in between textures that disappeared and reappeared as you walked, kind of like Minecraft's line bug (which might just be on my computer but idk)

-Like FilloSov said, once the player is noticed, the enemies should probably prioritize them instead of each other. Then you still have the nice detail of them fighting each other, but also makes the player more involved in the fighting instead of waiting for them to kill each other and then start fighting


And for things that are probably just because its a demo:

-Again, as others said, the town feels empty but big enough for a map to be necessary, the music transitions need a little work, there was little to interact with, and a tutorial should probably be added (or at least a tutorial to teach the buttons)

-The magic abilities (fireball and necromance things) seemed strange to have that early on without learning them

-There was little to no warning or context when major events/teleportation happened, which I hope is just because the demo is as short as it is

-Settings like resolution changing (if it doesn't mess with things to see further) and button mapping would be helpful as I personally find it awkward to hit z and x for abilities and tab for inventory

-The wizard's dialogue sprite was cut off to make a square sprite, making it look off (maybe pull a Stardew Valley and have a box around the sprite?)


Some positives:

-The melee combat feels nice 

-The art style is amazing and well-developed

-I enjoy this game even though I don't play RPGs often

(sorry I'm not good at giving compliments lol)

I wish the demo was released later on in development as it feels too short, and like I said before, needed that extra time to fill with more story context (unless it would spoil something). If any of these things were intended, then keep them in (these are just my opinions: it's your game so do as you please). The game feels like its heading in the right direction and I'm excited to see how the game looks in a finished state.

(3 edits)

Game is stuck on load (tried reinstalling)