I'm looking forward to checking out the next demo. Good luck!
mostlycompetentstudios
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Ran into a softlock - On battle 3 I had a character throw a rock, and after it was thrown, the menu didn't appear and the turn stayed on that character's turn, so I had to restart. During this softlock, I could still hover over characters and see the chance to hit/miss as if I had the attack selected.
I restarted, got to battle three again, had my 3 characters and a single enemy (Alice) left, used throw rock again and ran into the same softlock.
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In combat, it isn't obvious after you click an ability that you're supposed to click on a target. Changing the cursor to a different icon could help this. It would also help if the list of abilities changed from the list to something like "select target" and "back" when you click on one of them.
Aside from affecting range, the player doesn't know what the different levels of the platforms are for/do, or how they change combat.
In the party screen before combat, the button to initiate combat reads "Continue" and yeah, it doesn't take long to figure it out, but something more explicit would be nice.
In combat, there's the character highlight in the upper right to show the current character's turn - I think highlighting the bar under the character would help the player identify quicker who's turn it is.
In the inventory, it's really hard to read the "health" text on the bottles, so maybe a tooltip? Godot has built in support for that already, so it's a quick win.
In the party menu (before combat), I can click on the character names which causes them to change color and gain an outline.
After combat, if any of my characters are hurt, I can heal them. This doesn't cost anything and there's no reason not to heal them. Unless you plan on adding a cost to this, it's something the player's always going to do, so it'd be useful to simply make the characters heal after each fight.
That was pretty fun. I agree, the mechanics are pretty cool and I'm interested where you go with it.
This might be localized to me, but I noticed a lot of screen tearing when I was moving the avatar. I don't know if the zero engine supports v-sync, but because the game is not very demanding in terms of system requirements, it might be a good idea to turn v-sync on.
So, I'm no longer sure it's that integrated graphics cards are the issue. I've done some profiling, and it seems that there is a lot of logic going on. With a dedicated graphics card, the CPU doesn't have to deal with both the logic and the graphics, which is why it appeared that was the issue.
What this means is that I have a bunch of work to do regarding optimization in the logic. I'll be back...




