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RemnantDrive

6
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A member registered Jun 10, 2020

Recent community posts

You are very welcome. Should other early builds or demos arise, I'd be happy to offer additional, in-depth feedback in the future.

Thanks! I played it and left some feedback in the comments for the demo just now.

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Additional thoughts!

In Dragon Title, I'd like to see more tutorialization on the combat mechanics. While I can read the words good, I didn't realize right away what was important about the multiple weakpoint targets and how certain effects can force them to move.


I'd like to see things like 'rightclick' and 'leftclick' be represented by appropriate glyphs of the mouse buttons. You could even make it so these glyphs can be swapped out if the game detects other control methods in use, like a controller (or eventual Steam Deck!)

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Hey there! I'm really happy to see this demo after the teaser last year. You've both been hard at work and it shows. 


I have some feedback points I'd like to offer, after playing the Windows version on PC:


* You added a chromatic aberration toggle! Thank you for that.

* Kudos for offering a Linux version as well. It's very forward-thinking, and I appreciate that a lot.

* Recommend setting the master volume to 50% for new installs. It's better to verge on the customer's volume being too high, than the game volume being too low.

* By default, audio balance has enemy attack sound effects far, far louder than the others. It startled me!

* Recommend adding a bit longer of a pause (0.5-1.0 seconds) between card mode and bullet hell mode. Since the card mode is mouse-driven, I wasn't as quick on the draw as I should have been to get my fingers back on WASD.

* Recommend dimming unusable cards if you do not have the resources to fuel them.

* Recommend also flashing the mana bar if mana is empty or too low for the card you're trying to use.

* The opening text crawl is nice. If a similar crawl is intended for the beginning of Dragon Title itself, I recommend including comic panels scrolling alongside to help sell the atmosphere/humor. I liked the wrong cactus gag, I feel like that could have been expanded into a small sketchy panel of the Knight being confused.

* Recommend moving the text/narration dialogue somewhere else during 'intimate' scenes. It's covering the pretty art!

* A 'Hide UI' button would also be appreciated.

* It's hard to tell where the links will go until observing the attack a few times in the attack where the claws strike and send the little bullets in an alternating left-right pattern.

* I had a bit of difficulty figuring out enemy attacks due to little in the way of telegraphing. 

* During the attack wherein the giant ball is bouncing off the borders of the combat box, the ball was not bouncing in a way that particularly made sense. I don't know if that's because the box is stylistically tilted or not.

* Typo found prior to battle, as well as in the promo art: "Initiate Battle Date!" rather than "Initate Battle Date!"

* Recommend adding multiple available fonts for text. The font and spacing between words makes it a little hard for me to read.


Re: Dialogue, text, etc.

While there aren't many typographical errors or spelling errors, I do recommend getting an editor to help make the text flow better. I'd be happy to provide feedback and suggestions in the future.


Sorry about my attack descriptions. I'd provide pictures to help show what I'm talking about, but this doesn't seem like the right place for those. I can provide more details if needed.


Lovely game! I enjoyed what was on offer and look forward to seeing more from you guys.

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I really, really like what I'm seeing. The presentation is fun, the music and art are quite striking. I also think the player stand-in knight's helmet design is very cool, and I love that the helmet is a classic knight's helm with a glass visor.


What kind of game will this be? I wouldn't mind one of your future projects also being in this VN style. You guys have my attention, and I hope the sense of humor sticks around, too. Very well done.