I completely agree. I just implemented both of your suggestions
Raccsniffle
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Thank you streaming this so I could watch the "New Player Experience". I did fix the bugs you encountered including the dialogue one. The escape key closing all UI elements is a good idea that I will implement. The way I designed quests where you have to pick up an object is that they can only be interacted with if you have the appropriate quest but based off your reactions I think I will add some kind of dialogue popup if you find an item for a quest you haven't picked up yet (also that I should tweak that dialogue for "Bandit Trouble" to say southwest instead of south).
I really appreciate you playing the demo! I agree with everything you stated here. To touch on some specifics, I do intend to allow the keyboard to fully control the game eventually (including gamepad support) but I ran out of time to have it all ready for DD. I will also have a tutorial explaining items, dialogue, quests, etc. There is definitely a lot of general polish that I need to work on. I am for sure going to add that quest reward feedback you brought up asap. Thanks again for playing!
Love all the mechanics. The inertia of everything feels great and I can't wait for some more content next time around. I think that the mechanic of combining a jump with the middle mouse spin feels a little jank right now because I had to press a direction, ctrl, middle mouse, and space all at the same time just to clear those short walls in the second part of the tutorial level. I'm not sure if that's intended or if I was doing it incorrectly
