I am curious about the difference between your project, and the 2012 HD versions avaliable in steam.
Lucardo94
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Game is looking interesting. I like what you have here so far.
What I'm not sure if I like so far, is that we attack were the mouse is pointing. It's a bit confusing because my character is facing a direction, then it suddently attack to another direction, since I forgot about the mouse (and we don't use it for much else).
I found it a bit tricky to dodge the enemy attacks. Do we have i-frames? I think being able to "phase" through enemies when dodging would help solve this issue, as I think it's kinda easy to get stuck in enemy colissions.
The keys right know are kinda unconfortable,but I know that's a work in progress. When you add controler support, the gameplay is going to be a lot more confortable. But then again, on controller I assume you would press the attack button, and the character will atack in the direction it is facing. Probably should be the same in Mouse+keyeboard. ?No mouse aiming.
Keep up the good work
A couple of days ago, I started having all my comments pending moderator approval. I saw other people with the same issue posting here, and the issue was adressed. So I'm doing the same. Apologies if this is the wrong place.
As far as I know, my last action I had before starting receiving this issue was update my game page. I created a ticket support request ID number 322189.
Thank you for the help!
I liked what's here a lot. Everything seems to work. The art style is great.
What I think can be improved:
For this type of game, I think the camera auto correcting toward the back of the character is a bit annoying. Better have the camera only move with player input. If you don't touch it, it will stay locked in place.
Having the default dodge button mapped to Left Trigger was a bit unconfortable. Most people playing this game are probably used to the FromSoftware button layout, and will expect it to be on the "Circle/B" button.
Right now, I think the recovery frames on everything is too much. Recovering from attacking, dodging , stunlock, everything seems to lock the character in place for a bit too long. You will need to experiment balancing that. Even stringing combos felt a bit awkward.
All that said, I think it's a fantastic start, and very functional. As I said, everything worked. Lock on, menus, attacking, parrying, dodging. Great artstyle. So keep up the good work.
Very interesting idea man. I haven't finished getting all the endings yet. In fact, I was only able to get the worst possible one twice, where I didnt solved any of the quests haha. But I want to keep trying, see if I can figure out some things.
A couple of points that called my attention.
- I think that the item usage should be standardized. for example, right at the beggining, we pick up the key, and need to manually use it from the inventory to open the gate. Later on you find the lockpicks, but they get used automatically, to open the chests. I think you should either have everything be used automatically, or everything be used manually. To keep things consistent.
- On my first run, I remember of getting an option from the Admiral, to ask him that he kept somebody locked in the basement, but I selected something else, and lost that option. On my other runs, I was never able to get that option again. And I followed the same steps, so, I don't know why that happened.
- Since you can interact differently with the game, as you increase your stats, I realized that I could keep "spamming" the easiest ending, the one wher you flee from the attic, and keep increasing my stats. Is that intended, or is it a "demo" thing? Anyway, I like the stats idea, but I don't like that it seem you can screw up hard at the stat screen, without prior knowledge.
- Some times is hard to understand what's an interactable, what a ledge, etc... Maybe some more visual clarity, respecting the art style of course.
Very cool game. I like where it is going. Keep it up!!
Thank you man, I'm really glad you liked it. You got everything, and even interacted with the climb mechanics, without a tutorial! (that one seems to be throwing people off). Next steps for sure are to make levels with objectives, and challenges for big collectables (your Eggs/jiggies/stars/etc...). I want to have a lot of exploration, and secrets to be found.
Thanks again!
Thank you for playing man! And thank you for the video! I noticed on your gameplay, an animation bug, when you jump when ledge grabing. It is supposed to change to the jump animation, but on your video, it jumps with the ledge grab animation. Are you playing the windows, or linux build?
Thanks for the feedbacks. Ultimately my goal is for the game to have challenges, where you get (eggs/stars/jiggies/etc.). Proper level design, challenges and a tutorial are due!
Ah, got it! It will make more sense on the finished game too. Btw, I love the elemental shrimp powers, and the combination of elements. I got ice when exploring the Light domain, and tought "what would the fusion of light and ice result in?" Then I got AURORA and was like "Ohhhhhhh, makes sense!".
I got completely out of bound on the earth domain. As in, you know the barrier that prevents you from going outside the level? I got to the other side of it. Then it blocked me from going back in.
In the fire domain, inside the volcano where you fight the hermit crab, I got inside the floor. Very strange, like, there is a small gap between the volcano's floor mesh, and the terrain mesh. I got stuck inside that gap.
In the hub, I got stuck inside one of the sunken temples celings.
I didn't get stuck in the light domain.
What an interesting game. I really like the visuals, the aesthetic with the elemental domains. It very... vaporwavy in a way. I dig it. The game play works. I played in the controller. My only complaints are that is a bit hard to understand swapping with the controller. With keyboard you get the 123 keys, but with controller, I need to press al the D-pads hoping I get the correct shot I want. Also I'm a bit confused about the Shrimp stats. They reset each domain? Overall it wasn't a problem to play, but it let me very confused all the time.
Now a bug. I got out of bound, or inside geometry colision often. I don't know why or how, but you need to look into that.
Other than that, great game. Look forward to see more.
I played for a couple of hours, and I must say, the game is great. It took me a bit to understand the progression systems, but once it clicked, the game became very enjoyable! The halbeard enemies are assholes. So strong! I don't have much feedback, other than maybe it's a litte hard to understand what's going on in the UI. Especially on the level up statue, everything is just the same black font, and there is a lot of information. Highlight the experience required part, to show that you don't have enough yet, etc. Just small things like that. But the game is very charming. The systems are nice, and the music is chef kiss.
I like the new tutorial area. Very moody. The game play is very fun, as I said on last DD. What I think you should re-think, or, work on, is the menus. I think as they are now, they feel unfriendly. Get some inspiration from a game you like, and try to replicate their QoL on menus interactions. Like for example:
- Being able to move, and resize the menu windows with the mouse.
- Being able to pick, and drag items in the inventory with the mouse. Reorganize them with the mouse.
- Better display of the lore notes. (Right now is hard to read)
- Make you able to read the lore notes without the need of picking them up first.
Game is good. keep the good work.
I'm a sucker for this kind of game. Really like what you have so far. Everything seemed to work as intended. One thing that you could work on adding asap is some kind of feedback when selecting items in the inventory. Like whenever I click on an item in the inventory, highlight it with some color. When I right click on an inventory item, it should open a context menu. Even if is just loot that does nothing, maybe give me the option to drop or destroy, as that's what I would expect. I noticed that the enemy corpses doesn't seem to desapear? Or maybe it just takes a long time? I think they should desapear quickly after you loot them, so that they don't litter the environment (and to save on ressources ;) ). Do you have an LOD system for the trees, and props? I think that will be important for an open world game. Also, I noticed I get levels on, for example woodcutting, like Runescape, but there are no levels for combat I guess? So combat is fully dependent on the gear you find?
Anyway, excelent game so far. Looking forward to the development of this one.
Interesting start. I like that the menus are working, and that there are graphic options to choose from. The character menu also works.
On the game, on my computer at least, the game runs at a very poor frame rate, until i start to kill some NPC. When the civilians de-spawn, and I get a horde of cops running after me, the game runs at a smooth 60 fps. I don't know what's going on with that.
I would call the escape ship, but I cound't figure out how to interact with it to escape, and buy new equipment. I tried pressing every button nearby it, getting on top of it, but nothing worked.
Is the demo very short? I walked a bit to the bonfire, fighted two enemies, and the demo was over. Well, despite the length, you have made an interesting battle system. But if attacking the enemy finishes my turn, and I need to be in mele range to attack, then there will never be a reason to move? I think you need some kind of "Action Points" system, to balance the strategy out. Do I want to use all my points in a more powerfull attack? Do I move arround more? I don't know, but something to think.
Also, your walking animation is wrong. Left arm is moving foward with Left leg, and Right arm is moving forward with Right leg. The way it should be is Left leg moves with Right arm, and Right arm moves with Left leg.
Interested in seeing where this goes. Keep it up!
Very good start. The art style you are going for is very nice. One thing that might be a challenge though, is that if you are comitted to use only black and white (and gray for that matter), I believe you will have visual clarity problems, so you will need to plan very well how are you going to display everything. I think the enemies can end up easely "blending in" into the background. Kinda of an issue already with the slimes. On battle two I didn't even realized there was one with the skelletons.
About the UI, I like it! I didn't see anywhere you displaying the enemy health. I don't know if that is intended, but I think you might want to at least, when I'm selecting the targets, show the same stat box as for the party, but to the enemy. They do that in FF Tactics:

Of course it's early yet, but I would like to seesomething "tangible" about what reducing enemy DR -1 does. Like maybe a negative % in damage increase? Show me the numbers! Would be nice also, if you figure out a way for us to check what the current status are doing to the characters/enemies. Like burn, blind, etc... I see the icons, but I don't know exactly what are they representing ingame.
Good job, keep it up!!
What a ride!! Ok, I completed the demo and got Ending 3. The story really hooked me. The art direction, and music are amazing as always. I really like your style.
At first I thought the story was too dramatic, but it really started to grow on me, and got me hooked. It was very enjoyable to see the development of it, so good job on that.
I belieive I completed all the quests, but the QUEST menu bugged out and is no longer avaliable, so I coudn't check if I missed anything. From the top of my head I remember: Boy, Boy Ball, Cocaine Elf, Ghost Gun, "Main Quest", Crab Hunter, Keylogger(ish), Defeated all the enemies, including the post sign and the bastard.
The Keylogger quest, after I finished the Ghost Gun, I went back out of bounds, and talked to the NPC but nothing happened. This might be bugged.
The Crab Hunter, I don't know if this one bugged as well. It told me to defeat 6 crabs. After talking to him again, he tells me the quest is completed, and talk to him again to hunt bigger crabs, but nothing happens.
I feed the cat arround 84 pieces of bugless catfood, but nothing happened. I don't know if anything was supposed to happen.
I got the snake from dicegobo, rolling a 14. The keylogger NPC told me the witch would want to buy it, but nothing happend when I talked to her.
I got Spaceship parts A,B and D. What do these do? They change the endings I get?
About the gameplay, I found it enjoyable. My only feedbacks are that, it's hard to distinguish if a skill uses SWAG or MP, and I got a bit confused by what was an enemy attack or mine attack. One thing you could do is change the color outline of the skill graphics, when it's from the party vs enemy. If it's from the party, keep it RED. If its from the enemy, make it yellow or some other color. That would give visual clarity.
I might play it more to get the other endings. Overall very good job!!
Everything worked as I expected. I pressed TAB, I got the map. I pressed ALT, I got a pop up for the pickable items. Gameplay feels as it should.
On my computer at least, I am getting big stutters, which I know is a godot thing, but maybe look into how to pre-compile shaders and stuff like that, beacuse the stutters are quite bad (again, godot thing sadly)
I managed to find a bug with the portal to Mines/Town. I enter the portal from the town, and it takes me to the Mines lvl 1. But when I enter, I am on the Mines lvl 2. I enter the portal to the Mines lvl 1, and it takes me there, I go back to Mines lvl 2, and now the portal takes me back to the Town. So there is something going on in there.
Other than that, I don't know how it was on the original Diablo, but I feel my character is kinda slow. It would be nice to have some option to run, maybe at the cost of some kind of stamina ressource, even if is not in the OG.
Edit: I tried to swap my equiped weapon with one from the inventory, but I had to un equip mine first, and then equip the other. Make it so that I can just select the item from the inventory, and "drop" it on top of the equiped one, and it get automatically swaped.
Keep up the good work!
Looks like it can be quite fun. Seems very inspired in One Piece. The pirate crew is wholesome. Solid RPGMaker game. I like the sprites and the music choices. So far I only went as far as the first town, and got the quest from the Mayor. I know the NPC tells me the house is at Noth-East, but even so I think you can make it stand up more. Inside the house, make the Mayor NPC also stand out more, as I was talking to every NPC trial and error to find out who to talk to. I'll play more later, right now I am quite tired haha.
Ah, and as pointed out by other people, the lore at the begining scrolls up too fast. I'm not a native english speaker, so I coudn't keep up with the text.
I deleted my original comment, since I coudn't manage the combat system.
I gave it a second go, and found out that the reason I was having trouble, was that whenever I have two weapons equiped (in my case, an axe on my back), my montante would hit the weapon on my back, making the game impossible. So that is a major bug for you to fix.
But now, with that knowledge, I managed the combat, and it felt surprisingly smooth. I actually really like it.
I don't like that opening the inventory is " I ". Most games have TAB as the standard inventory key, since it is close to WASD. You should probably rethink the default mappings.
The sound effects for when an enemy dies are a bit too loud.
The notes, It is very cumbersome to pick them up, and read them in the inventory. A QOL would be to, be able to read the notes in a big window, and then prompt the option to pick them up.
Other than that, game is progressing. Keep up the good work.
I climbed up to the 5th floor. After I got the hang of how the game works, I liked the idea.
I like how the game focuses me on managing my movement, to minimize the damage I take from the monsters, and that If I position myself eficiently, my allies will follow up with atacks of their own. In my opinion it shows promisse.
I was a bit confused about the weapons. At least up to floor 5, they seem to deal the same damage, and there is no durability, so I did't see any reason to pick new weapons up, or scavenge. But that might be something that changes on higher floors/ with more development.
the bump traps also consfused me. I think they make me drop stuff from the inventory?
I didn't find any major issues. I think you should keep developing the idea, at least a bit longer.
Amazing progress Osh! I loved the new level. Your level design is really great!
I was able to find 12 goals, and beat the boss. I didn't picked up all the yellow coins. So maybe there was an extra goal for 100 coins? Let me know how far I was from 100%.
Things that you are probably aware: The camera is still a bit jittery, and geting stuck on things ocasionally.
I had a bit of trouble with the yellow bounce pads. The air control is, how can I put it, the character needs to go forward to turn, like a car or a plane. Maybe increase the rotation speed in the air a bit to make it easier.
Also, the game needs Coyote Time. The hability to jump a couple of frames after starting to fall, to make jumps more lenient, especially since Osh can move so fast when you tap the (on PS4) square button.
Those are mine 2 cents! Keep up the great work!



