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Tomodev

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A member registered Sep 24, 2017 · View creator page →

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>Not sure how you produced or found a floating block

I didn't. I tried to create one, but they refused to mine underneath it. Sorry if I didn't make that clear enough.

Played for roughly 50 Minutes. During the first Game, the Colonists at one Point simply stopped doing anything, moving or harvesting Stuff.

Tried to mine out a floating Block, couldn't do it, everyone refused to mine the Block below it. That's nice, I'd prefer it falling down then tho. Didn't test if this works with digging Tunnels and Mines, or not. I think you should be able to dig Tunnels and Mines if you want to. I also think you should be able to dig further down below the current Starting Level, but maybe that's coming. 

Why is the Camera stuck to rotate in fixed increments instead of Smooth? Also during moving the Camera few Times I got jumps like it was snapping to increments, or lagging a bit. 

Is the Map going to stay fixed size, or will you generate it further outwards?

Beds don't work, you can build copies of Geysers and Lootcrates for no Ressources everywhere. Including a Water Geyser coming out the Top of your House (you also have no Roofs, so I used Floors. When you show only the Z Layer below a Floor you get a bit of a flooring artifact which looks weird). You can deconstruct the free Lootcrates you can copy-build for Bread, resulting in endless Food.

I assume the Interface is just placeholder for now. It is also missing quite a bit of Detail on Information I think. Descriptions of the Skills, the passive Traits, a small Bio for each Colonist, etc. some Informational Stuff, some Fluff Stuff.

A few Times I seemed to be accidentally scrolling through Z-Levels when using the Mousewheel only, instead of Strg+Mousewheel. Whenever I actively tried, I couldn't reproduce it tho.

Priorities seem a bit skewed, if you change them around, to prioritize deconstruction, or harvesting etc. the Colonists stop eating.

When zoomed all the Way in, the Lighting on the Arms of the naked Colonists looks off, probably an Issue due to the Normals being a bit skewed thanks to low Poly meshes. 

There isn't much to do at the Moment, I build a small Hut with the non-functioning Beds inside, made some Helmets and build a Box that does nothing, I believe that's pretty much all there is to do, apart from cooking, since that didn't work from my Infinite Bread, but I assume that it actually works if I'd have harvested Berries.

Colonists only eat a single Loaf of Bread for a Quarter of their Foodbar, even if they're completely starved, instead of filling themselves up.

It would be really nice, if instead of the current Dialogue Boxes above their Heads just saying they talked about XYZ, they'd spout some semi-coherent Lines of actual Dialogue.

Pathfinding works, but seems to always just take the shortest route, some different Terrain traversal difficulties could be nice, to discourage climbing over a single Block in the Way, instead of comfortable walking around it i.e.

Music is nice and relaxing, it fit the Feeling well enough. 

I like that it's a Dwarf Fortress/Rimworld/etc. Clone that's actually in 3D for once, with working Z-Levels. I always find it stupid if the Game is topdown 2D, and you're forced to cycle through the Z Axis, but in 3D it works well enough. I *think* there could be a better Way to handle it, which could improve the Controls by a lot, but I very much do not have an actual Idea, so it's probably fine for now to leave it as is.

It is obviously very barebones at the Moment, but the Things that are there work, and I think it could be a great Game once there's actual Content there.

There are basically no Button Shortcuts or anything for Stuff, I think that'd be nice to have. Something for harvesting, building, Hauling, Prioritizing a Task, moving up/down Z-Levels, pausing the Game, etc.

It'd be nice if the Huts would work indipendently of the Terrain on Z-Levels somehow, so you can look inside your Buildings without having to hide the Mountain behind it if you wish. 

I don't think the Walls need to be 3 Blocks high, 2 could do it, or allow Players to build Walls Block by Block.

in itself nothing is wrong with a Scrollbar, but it looks and feels a lot better if the Categories are aligned, so all are visible. I.e. top to bottom on the Side or something. You have the Screenspace, you could work with this. Otherwise it'd look probably better if you'd just have the single Category displayed, with something like Arrows left and right of it. A Scrollbar always gives of the Vibe that it just didn't quite fit into the Room you made for it in the UI, and feels rather unfinished. At least to me. (I'm not talking about the Scrollbar on the Items, or Text, it doesn't look amazing there aswell, but you may not be able to go around that. But the Scrollbar on the Category buttons).

And the tiny Scrollbar on the Party bench just feels bad, you have more then enough room to increase its horizontally by a tiny bit, so you don't get a scrollbar there.

>Why 3D for esentially menues, Whats wrong with pixel Icons

The Issue is that you're using different Artstyles all over the Place, making it look uncoherent. It's fine to use painted looking Images for the Town, if you're using a painted look for the Dungeon aswell, as opposed to the current more Anime-y/Flatcolored look you have. And with the Pixel Icons it's the same, it'd be fine if you had pixelated Towns and pixelated Textures in the Dungeons and for the Characters, but with the painted looking Towns, you'd need more high resolution painted Images for the Icons. Just stick to the same Artstyle throughout the Game.

>Staircase

I got that, but it looks out of Place in a Forest. A more forest-y Staircase or way up would look better and feel more natural.

>Random Encounters is the Default

This isn't a strict JRPG with an overworld Map, and even on these random encounters with invisible Enemies isn't the default necessarily, there are enough out there with visible Groups, or at least visibly appearing close to you. This is more of a Dungeon Crawler, visibly roaming enemies you run into would feel better I think. But that's just my personal Opinion of course.

>Escape is the default to go back with everything, how are you going back to an earlier turn with Space?

I ment going back out of the Combat Victory Screen to the Dungeon, not back a Turn. That should go with escape aswell, but only works with Space.

>they all start with the same equipment because they have to start with something.

If they have to start with something, and you plan on having 100s of Items anyway, why not have the Reaver start with a weak Axe, the Gunslinger with a weak Gun, the Healer with a weak Rod and so on? To match their equippable Weapons?

>Able to heal outside of Battle

I may just be too stupid to navigate the Menu, but I couldn't select Skills in the Skill Menu, it just displayed a blank Page.

>It's not randomized, not a rougelike ,etc.

If it's not supposed to be randomized, I misunderstood what kind of Game you're aiming for, but I don't feel it should look like randomly generated Floors. It's fine if it isn't, Legends of Grimrock isn't aswell, but it should have more carefully crafted Levels and a Story then I think. 

>traverse Back

If I'm on Floor 20 or so, at level 60 or 70, and have to go back to sell some Items to get a better Weapon, or because I ran out of Potions or something, not only am I going to have to sell 20 Floors of Loot at that Point, but then also traverse 20  fully explored Floors of low Level Enemies and to me at that Point useless Loot back down, that's just tedious and adds nothing, especially if the Floors aren't randomized to offer a new Incentive to explore them. In that case it just becomes a long walk back to the current Stage. I.e. Plunderground has a Teleport to Town and Back, which might be too much directly, but just an Item like the Townwarp that also lets you return to the Start of the current floor, or something akin to the Elevator in Stardew Valley, that lets you return to any fixed increment of Levels to skip a large Part of now no longer interesting Floors would be nice to have in the Future.

>Frontline/Backline

if the Backline takes less Damage then the frontline, does the frontline get any other Advantage? Or is it just there to put the Partymembers that didn't fit in the Backline? I feel like it should give some incentive to put certain Characters there, other then overflow.

Pretty much every other Thing comes down to the current State in Developmen I think. With well designed Townmenues and a good Introduction, it should become clear that you only can take 5 People, that you have to hire adventurers, and so on. 

Just as an Example, a short "hey, I arrived in the Town next to that legendary Dungeon I'm going to run down to the bottom of - I need to get myself a party ready" and then having to click on the Tavern as the only clickable building first, ( on that note, you could have the actual Buildings or building Entries be the Buttons/clickable, instead of a List of Buttons on the Side of the Screen. It's functionaly the same of course, but it'd look much more immersive), and walking through the different buildings and their Functions like that would probably be enough. 


~5 Minutes to finish one Stage , I'm assuming it's the same every Stage.

I feel like the Shotgun could use a visual overhaul, to make it appear more Holy, like the Pistols. 

I'm not particularly a Fan of the Gravity forcing me towards the Center of the Level/the closes Face/whatever it does, often Times I thought I should be able to jumpdash to a Pillar and run around there, just to be pulled into the Center again. Then one Time I somehow enter inside of a Pillar, and got into a Place with a Ton of Demons in it, just to pop out extremely far off from the Level itself and descending upwards towards it. No Idea if that was Intentional or not, it felt weird, but the entire Game feels weird due to the Gravity.

The Shooting Gameplay works for what you want I think, but you need better Stages and more Demon Variety instead of just floating towards you I guess. 

Personally I don't like timed Stuff like that, and prefer it if it was an Arena-shooter along the Lines of Doom or similar, with locking you in a Room until a certain goal is met, be it surviving a given Time, killing enough Demons or similar then opening the Door for you to move along in the Level, with some Story of the Nun having to clear Hell or whatever. But I understand that that's not the kind of Game you're going for here.

The Gunplay itself starts of too slow I think, but at the End it evolves/devolves into too many Enemies just swarming you, blocking movement, so I just held down Fire until the Time ran out. Maybe ramp it up faster, but not as high, theres some balancing to be done there. Also depends on Amount of Content, if you have just the one Arena and the 2 Weapon choices and 1 Enemy as it is currently, then maybe you don't need to twiddle it as much, but if you're adding multiple Enemies and Arenas, aswell as more Weapons, ideally to unlock upon reaching Milestones, to incentivize playing through Stuff again and again to unlock it, maybe more.

As it stands right now I think the Gameplay is pretty much where you want it to be, and what it is missing is a lot of Content.

Menues could use a bit of work, there's not a lot of them, thats fine, and they're not bad by any means, they're just a bit spread out I think. But maybe that's due to the missing Content aswell.

Artstyle needs better Enemies. Thats the main point there, the Guns are fine (apart from the above mentioned suggested rework for the Shotgun look), the Interface could maybe be changed a bit, the Guns are too big/high up on the Screen for me, and the Level is rather empty looking, but that's minor points compared to just one floating Cone with a Head as the Enemy.

With some overall Polish, and then more and more Content, Enemy Variety, Gun Options, Level Selections, and so on, it could be a fun Highscore Shooter for the right Players I think.

(1 edit)

I walked to the Pyramid, killed some Skeletons and got an Orc killed, forgot to time it, but a few Minutes at best.

Your Screenshots look very different from the actual Game, did I miss something? Are they from a newer Version?

There isn't anything there to really break yet I think, so no Bugs encountered, I could examine the Sand, I could drink Potions, click on the Ground to move, click on Items to consume them, and on Skills to (I assume) do nothing but consume Mana. You know there's a lack of Feedback on anything, since there's nothing there yet.

Still, nice to see another RPG Game being made, looking forward to what this is going to become once its more fleshed out, and there is actual Stuff there to do, and to see what Direction you're going in.

That being said, in your empty Desert with a few Skeletons, I did only get ~150-180FPS. I know Unreal takes up a massive Chunk by default, you're never going to reliably get 1000s of FPS without major optimizations, but if you're aiming for something like Kenshi or similar, with a big open (hopefully not as empty) World, lots of NPCs, and major Battles, instead of a small Party vs. a few Enemies like it is in the current State, you might want to keep an Eye out for that.

Regardless what you're doing, please make sure to not fall into the Trap of making everything bigger and vast-er, resulting in big empty Areas of Land where you just mindlessly walk through. Unless of course you're turning this into a Party based hiking Game with occassional Encounters. I'd play that, but then the Vast Areas of Land should be interesting to look at and explore.

Edit:

Forgot to mention you have Screenshake when being hit, I'd prefer it not being there with a Camera like that.

Played maybe 5 Minutes, since there isn't anything there.

The small lockers at the beginning do not have Collision, it seems some Barrels don't aswell. 

Apart from the Pistol and the Shotgun the Weapons didn't seem satisfying, and there is no backup in case you run out of Ammo I guess. Some Props seem to be slightly misplaced, etc., Enemy AI is barebones walking towards you, etc., but all that is I assume very much a Placeholder at the Moment. 

I didn't encounter any Bugs, the Atmosphere this is going for is rather clear  I think, I don't know if its aiming to be more of a horde shooter or a horror-y Shooter with few Strong Enemies. 

In general it feels like you took what you learned from ToK for a new Base in the same Genre, so it certainly feels improved upon, even if it is very barebones at the Moment. It feels much more fluid and polished if that's the right word. 

You can see through Walls with your Flashlight, which feels odd, especially if you're going for more of a dark and spooky Tone like Resident Evil or Dino Crisis or similar Stuff.

The Systems (at least the Parts that are there) work fine, I think the biggest Part would probably be figuring out what Direction you want to go with this, over the Top Gore Shooter, like Isometric Doom, rapid Action, Horde clearing, careful player Approaches, etc. and adjusting accordingly. Want more meaningful encounters, then you'd probably need more non-combat Stuff, tiny riddles, play more with the Lighting, more realistic Texturing. If you're aiming for more of a Horde Gore Shooter, probably more environment Props like that Fan to blow Aliens up, a more Colorful and over the Top Artstyle, less serious Dialogue perhaps. 

>I feel some of the things you listed are more exaggerated due to having a bad opinion on the game by that point of writing all this out

I very much think so aswell. It seems most of the Things are Engine Limitations which isn't something you can easily do anything about I suppose. 

>, which is something I have to improve on. 

I don't think it's necessarily a Game I'd enjoy regardless, I assume I went into it expecting a different Kind of Game then it is supposed to be. Like you said with the Music of the Title Screen, its not something I personally enjoy, but I'm sure theres enough People out there that like it. Including you, and that's the most important Part after all, since it's your Game, not mine.

Apart from the Bugs I guess the biggest Thing to focus on would be a more engaging Prologue so People are looking forward to playing the actual Game more, and more clarity in the basic Prison Layout/Design, so you know where you're going more from the get-go instead of having to talk to each Door.

>Thanks for the feedback btw, I hope it doesn't seem like I'm not appreciative of it.

Not at all. You're free to not appreciate and disregard any kind of Feedback I give, especially when I'm not in your target Demographic.

Good Luck on your future Updates.

Played for roughly 45 Minutes, got through the Prologue and the first Breakfast, then got bored and couldn't continue.

Why is it 2.5GB? 

Why is there a File and Settings Tabbar in the Top? Why do I have to click right on the Textfield or close to it to advance, instead of anywhere?

The Flashing on the Choice Buttons and their overlapping is a bit annoying.

I can not enter the Name with the Keyboard or the Mouse, but have to use Arrow Keys?

Why are Y/N Questions answered with a Y/N Keyboard? Why not with Yes/No Buttons like other Stuff?

Loading Times feel massive. Why is my Profile crafted *before* the actual Game starts?

The Idea of the Camera moving in the Main Menu is nice, but it happens why tto fast/to lineary, moving through Geometry, and overall not looking as good as it could. Music is horrible.

Why does the Bonus menu have an additional Option to exit the Game? Why do you just show Cheatcodes in the Menues?  If you're already forcing Arrowkeys/Space/Esc as Controls, why can't I press Escape to return to the previous Menu?

Starting a new Game was the first Time it was made clear to me that I should be using a Controller. This explains the Keybinds for PC, but I'm not going to plug one in now, it's too late.

Assuming you have 3D environments and characters that move around etc, you shouldn't write TExt what a Character is doing, but show it instead. Why write that Tina is looking around, scanning the environment, when you could show her doing it?

Why tell me the Bed is worn and whas been there for Centuries, when you could show it, instead of showing a brand new Bed and telling me what it's supposed to be. Use the Visual Media a Game is, it's not a Book without Pictures.

Character looks massively out of Place with how bright and clean she is compared to the Environment. Movement feels a bit floaty, character is way to twitchy on its idle animations.

Why are you jumping from "Tina is doing this and that" to "I am doing this and that" suddenly?

When in the Bathroom, I can move the Camera out of Bounds to see the Room with the Plage Doctor Girl in it. Overall the Camera isn't blocked by anything it seems.

If a Character introduces herself as Sam, why do I know she's named Samantha?

The walking Animation feels horrid, like I'm just casually strolling through a Park or something, not like I'm in some kind of weird Death Game.

For some Reason Jack and Lily chose to collaborate, even when I'm playing as Tina. So that's a Bug there I guess.

Also I do not get a Choice to make, why?

In the Trial everyone seems to be named Tina.

Minigames are horrid. Controls are bad enough that it frequenlty jumps a Line on the one where Sam is asked to strip for whatever Reason, and on the Car one the Hitboxes for the Pickups are way too small, and the Car moves to slow from left to right. They also have zero Connection to whats actually happening. And they have no Reason to be there in the first Place.

Why are you telling me who seems trustworthy and who might be a murderer, shouldn't i reach my own conclusions based on what evidence is provided?

The Prologue had nothing  Gameplay wise. No choices to be made, no mystery to solve, nothing. I was expecting a Murder Mystery, and whatever else is written on your Game Page, instead I just got a, in my opinion, badly written Story to read with bad music blarring at me.

Decided to play one "actual" round of the Game to see where this is going in a non-tutorial/prologue.

Why is there a tiny Girl dancing on Top of a giant Throne?

If we're all Prisoners, why would we just be wearing casual Clothes like normal? There is no immersion in this, I never felt like I was actually in the Game.

Why does Crows walk animation feel completely broken, why am I massively bent over like that looking at the Ground? Nobody walks like that. Also am I 2.5m high? I tower over every Door.

I could not go on after reaching the Prison Hall after the first Breakfast. There might be something there, I might be able to listen to what People say, deduce who is going to Betray during the Influencer Game, or who's trying to kill who or whatever, but I just couldn't muster up any interest anymore.

Dialogue isn't well written I think, it doesn't feel natural, LevelDesign for the Prison is horrible, Camera Location is bad, it doesn't allow you to see properly into the Distance, but there aren't any visual Pointers to which Room is which or anything anyway, it all looks the same. The Story is uninteresting, I know I didn't play long, and didn't get far, but at no Point it seemed any Choice I did was actually meaningfull, apart from maybe eating the Breakfast. Every other Time there would be a Minigame which either was entirely Luck based like Rock, Paper, Scissors, or I had to play some badly controllable Game which leads to an almost automatic Loss, again resulting in a Luck based Decision. 

I'm sorry, but at least for me personally this Game wasn't enjoyable, there'd have to be a lot of work to be done to improve it. 

Please be sure to treat this as my Opinion and personal Feedback, not as some kind of Fact or anything, I may very well just not be in your target Crowd with this.

Played for roughly 45 Minutes, completing 1 Dungeon Floor.

Talking to the Inkeeper does nothing, except flash the Button and then have it stay permanently yellow. The Background for the Inn also looks AI generated. 

In the Shop you shouldn't have a scrollbar for the different Gear selection Options, the overall Layout is rather mediocre, and there isn't a Back button, the Town menues should be navigateable entirely with the Mouse I think. Talk also does nothing, but does not stay Yellow.

Heroic hall Talk also doesn't work, any Talk button doesn't work, there are no Quests in the Proclamation Plaza.

Entered the Dungeon without recruiting anything, Graphics changed from everything looking drawn by AI to 3D. Why the Shift, if you're using 3D Assets for the Dungeon already, why not use them for the Town? 

Why is there a Wooden Staircase in the Forest?

FOV should be adjustable I think, it felt to me like I was walking more then a Tile, when it was just a tile I walked.

Enemies are not visible on the Map, but Encounters just happen out of thin Air, so you can't tactically avoid them or anything?

Regardless, Encounter caused Screen to stay Grey and have nothing happen. I assume the Issue is I have no Party and am a magical Ghostly being floating through the Dungeon all alone.

Next Run, I'm hiring Partymembers first - I think you should enforce Players to pick one in the beginning to avoid the Issues I had previously, and to give them a Player Character to identify as.

Graphics clash, the simple Menues are probably placeholder, but you have 3D in the Dungeons, painted looking Town Images, Pixel Images for the Icons of Gear, and low resolution Anime Sprites for the Characters, you should choose an Artstyle and stick with it. Mixing 2D and 3D is fine of course, but mixing Artstyles looks unfinished/Placeholdery/Bad.

You can click the Buttons for the Characters on Hire, which doesn't do anything, but they change character on Hover. If you're not a tiny bit careful (not a lot of course) you end up swapping the selected Character when moving the mouse to the Portraits. Same with moving from Portraits to the Hire button, I'd prefer if clicking would select it.

On the Blademaster you only have 2 Portraits to choose. On the Bulwark the Faces don't seem to match the Style of the Bodies, Same on the Paladin, I'm assuming the Problem lies in the Style of the Armor vs. the Faces.

When naming Characters, on typing the first Character, the "new <Class>" Texts should dissappear.

You can't easily view your Rooster of Characters while on the Hire Screen. I have 6 Party Slots, but can only use 5 Characters? One Slot has to stay empty, why? 

On the Manage Party Screen you have a scrollbar on the small left Area for leftover Partymembers. On that Note, if you have basically infinite members you can have, but only a set amount you can take, why not give the Player a Choice of generated Members between each run? With slightly differing Stats, Names, (if you have Dialogue, or snippets in combat or something, personality), Portraits etc.? Makes it more interesting then just picking out your favorite 5 and using them all along. I don't really see a Point to keeping some on the Bench the Way it is currently.

Buying Items feels off, I don't like that I have to double click, I'd prefer a select on Click, and a Buy button or something like that. There also isn't anything to Buy but Salve, Homing Stone or Warp Stone, so I'm going with 1 Warp Stone a handfull of Homings and a mass of Salves to be safe.

The Items I gain from Combat are Buttons, why? I like that the Combat is turn based and not on an Act Fast basis like so often in Crawlers like this I feel. Since I reran the Dungeon, is it not randomly generated? Why not?

Feels odd that no Menu has a back/return/exit Button, when everything menu based, including Combat is useable purely with Mouse. And that Combat forces me to go back with Space, while everywhere else I can use Escape.

I'd think it'd be nice if the Characters started with a Skill, If you're going for random Characters like above, it could be a random skill. Anyway, I forgot initially to learn one, and started the first Fight without any Skills to select.

Health of damaged Enemies should stay visible even when not hovering.

Does Front/Backline do anything? It looks like Enemies just attack at random.

Why does every Class start with Dagger/Cloth Tunic, when not every class can equip the same Stuff? I can't properly recreate it, but on some occassions I could select my Musketeer, select his Weapon Slot, then change to my Reaver, try to equip something,and it said the Musketeer can't equip it, and on escaping out, it returned to the Musketeer selection.

Map selection doesn't carry over after a Battle Screen, it always resets to bottom right Corner.

Are Enemy Spawns dependant on Player Level, not on Dungeon Floor?

After picking up a chest the Map also resets.

Reavers Bloodlust and Sorcerers Mana regeneration don't work.

I can't use skills between Battles, like heal or revive? On this Note, the Skill Tab in the Menu is entirely useless.

On one battle, when I killed an enemy, only 1 of the 2 other Enemies changed Places, essentially cuddling up next to the other One. Looks like a Bug.

When I revive someone, they are basically killed right again that turn (with a 20% chance, due to 5 Partymembers) , with how little Health they get, feels bad.

When Items have only 1 line of Text, the previous Items Line still stays visible when scrolling through them in the Battle Screen.

The Attack/Skil/etc Icons that denote what a Character is doing seem to disappear on the next Action, not when they complete or start theirs, which feels odd.

I can not return to the Floor I exited from with a Warp Stone, so I always have to traverse every Floor I've been to in Order to get back? No thank you.

No Idea what the Accessories I could buy from selling Loot do, so I'm not buying any of them for now. Maybe next DD when theres a Way to continue the Dungeon where I left off.

I think the biggest Issue is Consistency in menu Controls, Graphic Style, the World, etc. After that, more clarity whats happening, who is attacking, more Feedback on getting hit, when theres Enemies. And general Stuff, like Talk Buttons doing something, being able to use Skills outside of Combat maybe, Skills actually working, and so on.

Your Combat does have proper Target priorities for the Player I feel, like having to destroy Frogs before they cast some Stuff, but maybe thats just their Sprites, it seems on the right  Track tho. But you could enhance the Visuals massively of the Combat, instead of generic Line of Enemies and invisible Player Characters. 

Overall the Visuals could use work, it feels like a mismatch of Assets just to use as Placeholders right now. And the Town could use more work. 

Dungeonfloors should be generated.

I played maybe 5 minutes or so, 1 run, there's not enough there yet to make me retry.

I think the Time you have to serve Guests is way too low, and should pause while you're making Dishes for them. Otherwise it feels really hard. I didn't use Portals once, that may be part of it, but it feels dumb when I can walk to the Kitchen and make them there. Camera shouldn't tilt on movement I think, it feels odd, like the Game can't decide between being Isometric or not.

Sometimes Guests felt a bit hard to click, it wasn't quite clear if I had to click on their Order Icon, or on the Guest. Guests also shouldn't all come alone I think, some People may go to a Cafe as a Pair or a small Group. You can keep most of them alone, but just occassionally a Group could be interesting I think.

Food making could require more Steps, or a form of choosing Ingredients in the beginning or something, depending on how far you want to take this, you could also allow creation of own Dishes, based on Tastes or something like that.

The Charging Minigame's Lightning Bolt should indicate if its about to run out I think, I was consistently pressing again once it ran out, since its too aprupt. 

I didn't really encounter any Bugs I think, again, there is very little there yet. But it seems to all work.

This does offer a lot of Room for expandebility(?) tho, from the above mentioned Dish creation and cooking recipe improvements, to different Types of Guests, designing your Cafe to your Tastes, and to attract different Types of Guests, a Town with NPCs around it, a Shopping Area to get your Ingredients, which forces you to balance how much you buy, in order to not spend too much, since some could spoil, vs. having enough to make the Dishes the Guests want, having the right Flavors they like, and using the Stuff that's currently on Sale etc.

If you want to stretch it further, you could even include some outdoor Dungeons to gather rare Ingredients for your Cafe or something. There's really a lot ofWays you could go from where it's at currently.

Sorry that I can't give more Feedback on what's there, there's just so little, so mostly I can look into what could be coming.

Windows Defender blocked it as potentially dangerous. Played for roughly 1h15m.

Anyway, It feels like there happened quite some Progress, which is nice. I like the new Town a lot more then the old one, but I wish buildings would use the same Fadeout (or at least partially) when you're behind them, as the Walls in the Mines, and that you could walk closer to them then. Dialogues and the Intro along with it are nice to have, but could use some Work, they feel a bit barebones at the Moment.

Chose the Cleric, picked up the Dwarf, and went into the Mines.

The Ambient Music is very Atmospheric, and makes the exploration feel intense, I like it a lot.

Character Movement looks floaty, clicks feel like they have to be a bit too precise on the Items, I feltI missclicked more often then I should, Combat works, and I like that you have to stand still and actually drink the Potion, which lends itself well to this more organized and slow Combat as compared to the swarmy Amounts of Enemies like in ToK. Combat is a bit barebones however, you could expand on that more I think. Animations feel a bit stiff and lifeless. I found it pretty difficult to check my Health, it's not very obvious at a glance how low you are, so you have to constantly check the HUD, instead of just seeing it from the Corner of your Eye. Screen flashes Red when you're low, which is nice, but I still feel more then a simple Number would be better for the Health Display.

I don't see anywhere where the Skillpoints are shown in the Skillmenu (they are there in the character menu, but with the rather tough menu controls due to the mousecourse seemingly not having a consistent clicking point), maybe I missed them, maybe they aren't shown anywhere. Entire Skill Menu feels very barebone, Skills are not properly aligned to the Menu Box, something looks unfinished there.

I also often found myself unable to buy certain items or potions if not clicking in the exact location, which seemed to be different per Item.

The overlay Map should not overlap the HUD at the Bottom I think, it frequently blocked the Health Number and Portraits, making it even less possible to see Things.

The first Floor generated in more or less a single very long straight Path, with the Entry closer to the middle, so I naturally went in the wrong Direction first, and had to backtrack quite a bit. At times it felt empty, Rooms could use more variety in Props, to make it look more interesting, and less like a bunch of connected generated Rooms. Once a Flag spawned in the Way and I couldn't get past it, but luckily the Room had a second Door. Still, you might be missing something here, that could lead to unbeatable Levels.

Walls could use some more Variaty in Formation I think. You don't generate long unbroken Wall-Segments, which is nice, but its always the same Model for the Walls, a few more differences, to make the Grid less obvious. Maybe also display the Walls thinner on the overlay Map. Entryway to the next Floor should probably spawn as a Wall Fragment, or next to the Wall if it looks like it does currently. It should however look more like a staircase, or otherwise like a Descent downwards if you're going for Levels of a Mine, instead of a red glowing Door. The Glow is fine, but it doesn't look like its going downwards.

Game crashed when it finished loading the second Floor, maybe because I was accidentally pressing a Menu button to close my Skill-menu right when I entered the Doorway, maybe due to levelgeneration or something.

A few Times Enemies spawned in right in front of me, or at least visibly spawned in, I think they should always spawn in in Roos I'm not in, or far enough out of Vision, that I don't see it happening. Feels more natural that Way.

Froze once again when I tried to return from Town through the Portal in Level4. I was in Combat when I returned to town, maybe that has something to do with it. I'll talk to the Bridgetroll again tomorrow, assuming he's still there, and the level doesn't generate without it there. 

Why can't you recruit Dirk, why is Ganna always half naked? 

Once a Door generated without a Room behind it.

Often Skeletons would just stand there and attack the Air, feels like they're supposed to be Archers, but got Melee weapons instead. You also sometimes have Pathing problems, I frequently had Enemies walking back and forth, just walking never attacking, or standing there looking Dumb. At one Point my Companions stopped attacking and just stood there watching me, I assume they wanted to cast something but had no Mana, so just stood there.

The Wall in the Village makes me assume theres more to come, additional different Dungeons later on? You could easily reuse the Generation from your Caves with new Tilesets and some Tweaks to generate  Overworld Paths between Towns, villages, Castles, whatever, and flesh it out from a 1-Dungeon-Crawler into more of a procedural Dungeon Crawler RPG. 

Apart from the Bugs, I think the biggest Issues I had where the Menu Controls feeling bad, and the Dialogue being so barebones and seemingly placeholder-y. 

Overall rather enjoyable tho, excited to see where this is going.

Sorry, I've been really busy for quite a while, and probably will be quite busy for quite a while to come, so it'll take a bit.
( assuming I actually saved the Project when transferring to my new PC, I might've forgotten, sorry ).

This is great, thank you very much <3

This is great, I'm going to print them out thank you very much <3

Gameplay-Everyone is empty, Music is nostalgic, nice. Graphic still needs some Overhaul I think.

The redesigned Map flows better in my Opinion.

 I like the Cooking, but you need to be really carefull with the Ingredient Buffs, not loosing XP seemed incredibly Powerfull. Would also be nice to expand a bit, so you don't always eat it raw, but actually prepare something out of ti.

It still reminds me of older 2D Zeldas which is nice, Combat seems in a bit of weird spot balance wise, some Fights are incredibly easy, some are really hard. Crossbow trivializes a lot, Watergun seems broken, didn't do anything. Bossfight was easier then Helebard Guys.

Is the Demo supposed to be only in the one Square of the Island, or is your Map broken with showing me which Square I'm on?

The Darkness in Caves should fade out not so harshly, and having an Item to clear it like a Torch would be nice. Otherwise it seems to not serve a Purpose yet, just like the Day/Night Cycle.

I don't know if I like the Crafting all that much, it works, there's nothing wrong with it, but is it really needed? It makes more Sense then finding the Armor and Stuff just lying around like previously, but why not find Hawaiian appropriate Gear on Corpses, in Shrines, or get some from NPCs if you ever plan on adding any? Crossbow could be a Pirates Handgun, and Tribalwear instead of Crusader Armor obviously. Lean fully into the Hawaiian and sunken Cruiseship Ideas, not mix more into it.

I still like the Enemies with their black Monster Tentacles and Spikes and Things, they communicate clearly what they're doing and have a lot of Flair(?), so I'd say keep the clear Color variation, when/if you ever do a Graphical Overhaul.

If you block Water Access between Maps with Rocks, keep it consistent. At the Watergun Area and some other Places you can swim against invisible Walls, there should also be Rocks there. Maybe strong Currents like in your Rivers pushing you back in for a more natural Feel rather than big Walls of Rock? Some variation in Wall-depth would also be nice I think, currently a lot of Areas have very long straight Walls. 

Grass is nice, Attack Animation for clearing it felt a bit too slow, the overall Progression of having to upgrade Gear, or get appropriate Items to be able to clear a natural Blockade instead of just being able to walk everywhere like previously feels nice and rather non-intrusive. I wasn't guessing why I couldn't go anywhere at any Point really. 

When you walk behind a Tree, the whole Lines of Trees can disappear, which looks really buggy. Easily doable right near the Path to/from the first Camp somewhere.

Music is nice, but I fear it might get a bit overburdening if you have it constantly playing during long Playsessions or big Areas, depending on how big the World gets. Fade in/out between Tracks could be better, Camp to Overworld Track felt a bit harsh as it only happened after the Screenchange, not during. 

If you lock yourself with a Spike-dash Enemy just right you can push them into the next Room over, even tho they stop manually beforehand, I guess that is a Bug and Enemies are supposed to stay in their Cells?

No Idea what the Wax-Eye does.

UI needs as much an Overhaul as your other Graphics, if not more.

The Intro is nice and short, but it could have a little extra. Something showing you washing up to shore, or escaping the Ship. Just as an Idea, you could even potentially move the Tutorial onto the Ship prior to being sunk, to have a nice Seperation between Tutorial Area and Game Area, while also offering an easy Safe-space to try Stuff out there. 

You really need to get the Player started with Food first Thing, not so far into, if you die a few Times before getting the first Thing to eat, you have an incredibly rough Time getting to that Point. 

I initially thought this would support Controller, my mistake.

Camera was meant for moving it from above the Player to below the Player quickly. It should jump to show more of the Area below like it does, but it felt to drastic of a change to quickly.

I tested this on Windows when the Freeze occured. 

I think it's fine if Electric is weak to corrosion, but like with all Elements it should probably be explained/showcased somewhere.

I understand the qweasd instead of 1-6 better after playing for longer, with a brief slowdown instead of stopping, it might work better. It's mostly a Thing of getting used to I think, don't know how Players might be getting put off directly by it tho. (But it is lots better then the usual selection Wheel popup)

I ment the snipping Animation of your Shopkeeper.

If you generate diagonal Hallways, I'd probably prefer Diagonal Walls instead of the current jerkiness, yes. But that comes with level Design, if you adjust the overall Level generation, you might not need or generate Diagonal Walls at all, Hallways currently serve no purpose anyway, so if you generate more interesting Roomshapes then just Squares, and just connect them with as short as possible Halls for connection Purposes, you might circumvent the entire Problem. I wouldn't work on new Wall Elements right now probably, and put that off until you've finalized the Dungeon-creation, and then come back to it for a final polish.

As for Enemy/Element disassociation, I ment allowing Enemies to still have different Elements. So you don't have just balls of random Elements, but more Enemy options. Like a Jerboa spawning, but still color-coded for its Element. Potentiall skew Element variation in Favor of the Enemy, so some Enemies have a higher Chance of being of a specific Element, or no Element at all, maybe some Enemies that have fixed Elements, that then act according to that Element. Like if its an Electric Enemy, lean into the spreading of the Damage, if its a Biomatter Enemy, have it heal others etc.

As for Level Generation, more Roomshapes is a good Start, but you could do a lot more with it. Levels looping back on themselves with you passing by a locked Door to the Exit initially, and having to traverse the whole Thing to get the Key. There's lots of Options to improve Map generation.

Controller isn't registered.

Camera panning feels a bit to abrupt to me. Tutorial Level already clearly feels generated and a bit empty, especially the outside Walls between the Rooms are just a big flat Texture and do sometimes make up quite a bit of the Screen.

I like that you actually have to look at the Sign, instead of just hovering over it or being close. I don't like the swinging Animation, it feels weak.

Why is me falling into the Pit in the Tutorial returning me to the main Screen?

Second Time going through the Tutorial caused a few massive Freezes right when clearing the Path with Fire.

Once when Dying Camera quickly panned into nowhere, looked like a Bug.

No Idea whats effective against Purple Enemies, nothing seems to do bonus Damage, wasting Time standing still to change Alchemickals doesn't feel very good, why isn't this just tab to clear and 1-6 for chemicals or something, but bound to movekeys? I'd prefer left to melee, right to shoot, shift to self instead of only having access to 2 at a Time, and overall Melee doesn't feel like it's worth it, since you're almost always getting hit by Enemies when going close to them, or at least risking a lot for not enough of a Reward.

The Snipping animation is nice, but use some Particles I think.

You can freezelock Minibosses making their Fight trivial, Diagonal Hallways look horrid.

It gets a bit getting used to, but once you get used to the Controls for swapping Elements quickly, and I assume learning the Element Combinations and Weaknesses by Heart, it quickly becomes a no-thinker, so you can focus on Dodging and attacking, which is nice. It also doesn't take a long Time to get used to it.

Some Enhancements or Weapon Powerups felt a lot more useful then others, but I think you need more Playdata to know for sure which should be changed.

Level Generation on a more Macro Scale is too simple, I found myself very often backtracking to get the last remaining Room or find the Portal because I went in the wrong Direction initially. You could use more Loopbacks on other Rooms, more interesting Room Designs, more Props to make Rooms or Floors feel unique, Player attack Animations could feel better, mostly melee tho, and you only have 2 Enemy Types, suiciders and floating Balls shooting Lasers, you could use a lot more. Not only distinct Colors, but also potentially distinct Models and behaviors for different Elements. Or at least in some Instances, you could and probably still should seperate Elements from Enemies overall.

There's too little going on with the Environment. If you don't have dodge-through, you just get stuck on useless Crates taking forever to clear, if you have it, they just sit in the Way. Early on they're great as Cover, but that becomes less useful later on I feel, and you could do much more with it, creating Damage or Healing Zones for yourself or Enemies, or other Things I can't think of right now.

Why is your Quality Setting between 1 and 2+ changing the FoV?

I softlocked during the challenging Jump Thingy around the Pillars because the Checkpoint 21 checked me while I was still in Air above the Ground. Unplayable.

Atmospheric Sound is nice, Level Greybox in general is nice, I never really felt lost, it guided me well towards the next Area, Physics on the Spikes seems not very useful, just annoying once they hit the Ground , could just stay stuck there due to being Spikes. It felt odd being able to destroy Kelp from so far away, having some more Spiky Balls around them would be better I think. It could be more open, with multiple Paths and different Routes to take, but that might be later on, not in its current State of "Tutorial/Guiding through a Demo to showcase all there is".

Player Model could use a bit of work, it too feels greyboxed at the Moment. I see the Idea you're going for, but you'd need proper Textures, and a bit of an adjustment of the Model itself I think.

Movement Speed could be faster, I always sprinted, B to lean into the Pull seemed to just rotate me slightly backwards, no Idea what it's used for.

I generally like the Atmosphere, imagining how it'd look like if its no longer Greyboxed.

You could and probably should increase Air Control, decrease falling Speed and overall play with "Air" Physics, as you're underwater, not in Air, and it should feel like that. Maybe if you're going for some more Action Platformer with Upgrades kind of Thing, some small Paddle/short Swim as an later Player-Upgrade?

Are Fish attracted to me? It felt a few Times as tho they were cycling right on top of me, which is annoying. They shouldn't phase through Terrain, and should stay decently far away from the Player to serve as Distant Elements if they offer no Gameplay.

If I can rope and ride them, or if they swallow me if jumping/swimming too high, that could be an interesting Element for a few Levels/Areas maybe.

Generally I think this could have Potential, I like the Atmospher of being underwater quite a bit, but I don't really know where this is going right now, in Times I thought it could be an Action Platformer Darksouls, other Times it felt more linear and just like a regular Platformer. Some Story, NPCs, potentially a Coral-Reef-y Hub Area, Combat against other Bottom Dwellers and Fish, you have a lot of great Options there.

Controls were alright, a bit more Aircontrol maybe, and have it feel more like you're underwater, Ledge-grab might prove good. If you're aiming for any kind of Combat in this, I'd say you need some Form of backup on the Player in case they run out of Spears to throw in a really bad Situation with no Spears around to pick up, to prevent a lot of potential Softlocks/Resetpoints when Designing the World.

Needs more Crustacean Puns.

Update after playing it today:

When you load back into your Game, you have a brief Period where the HUD is visible before loading takes Place.

Controller does not work.

Logbook sub-menues should return to Logbook, not main Menu.

Mousewheel to scroll through Controls in Settings doesn't work. Despite being on Keyboard+Mouse, Swap Weapon is bound to Controller D-Pad.

Gameplay Tab is empty.

Throw Weapon does not work.

I found Artifical Wings 1, Hover Dash, Dropkick Piston, Kickslide, 12 Grenades and 400 Health, aswell as Security Pistol, Pulse Rifle and Shock Gun before finishing the Demo. Also fought 2 Bosses both of which seemed to easy. Hope that's all and I didn't miss anything major.

I think there could be a bit more Air control, I often found myself just slightly missing a Platform. And Dash could be on Ctrl by default, but I still think this should be played with some Form of Controller/Gamepad/Handheld, and you can rebind Controls anyway.

Zoom in/out on the Map could be nice, and I felt like it had a bit to little "finding myself back in a previous Position to no directly know where to go next" kind of Level build, but I never really was lost or had to backtrack through already cleared Areas apart from after finishing the Demo when I was tracking down the remaining Items.

I also found no Weapons before finishing the Demo, so if that's not intended, the Route should be reworked.

Saferooms take up way too much Room, they should just be a single Cell. Also felt like there were too many, but that might be because of DD. Same as with Boss difficulty.

All the Equipment hat at least its basic uses apart from Dropkick, Grenades having multiple uses is nice, wish other Equipment Options had that aswell, but it ofcourse doesn't make Sense for all.

You can extemely easily walljump up Walls with slight inclines like in Safe Rooms, and you can't traverse upwards into a different Room when the Ceiling is open, both of which felt not intentional and should probably be adressed.

Atmospheric it's pretty nice, but I wish it had more of a Story to it.

It's the Insect Metroidvania, nice. 

Feels very polished, but does not control so well with Keyboard+Mouse I think. Not that it controls bad, but it really feels like it wants to be on a Controller or Handheld. I don't exactly know how much Content there is yet, but I'm assuming quite a bit, so I'll play this Tomorrow with Controller. Remind me if I start posting before having played this in Case I forget.

What I noticed so far, you can jump up the High-Jump Tutorial with a normal Jump, Controls are not shown but feel Intuitive, I never had to guess what to press, the Atmosphere is really dense, which is nice, I don't know if this needs such a high Resolution tho, I think it might even look better with a bit lower Resolution, this isn't 240x160 right? If it is, discard my Resolution Talk. 

A bit more of a Story dump in the beginning would be nice, not much, just enough to show that there is something, instead of nothing like right now.

I played very little, until I got run over by the Train. This isn't the Game for me, it's to hectic, there's too much going on with the rotating Map, the flashy Colors, the Enemies and Effects and everything. I liked the Health being represented by the Hat falling off, I personally didn't really enjoy anything else, it felt mostly like a bullet Hell where I was just rotating my Bat constantly to take out Enemies. When a Gun dropped and  could shoot back, I just spammed shoot until I ran out of Bullets before swinging my Bat again, probably not at all how this is intended to be played, sorry.

Played it again after End of DD, nothing seems to have changed. 

Some additional Points I found:

Rotation of Ship seems to not be in it's Center.

You get some Gaps and z-fighting between the Cubes making up the Ship.

Unless I'm incredibly fast or too dumb to fly, the Cube disappears once behind the Camera and doesn't reappear.

The main Menu seems pretty polished already, but it feels more like a Handheld Menu then a PC one. Like if this was aimed at the Switch to be played while on the Train/Bus or something.

Resolution selection is non-existent, just an empty Field.

What's the difference between Start and New Game, and why is both there?

Your Graphics fit rather well together, and you really got a good Look for the Paperdoll 2D on Aggy.

Some Animations need a rework I think, walking should be more of a jog, and both walking and running need to lean forward more, currently it's too upright. 

Similarly, most of the jumping animations feel a bit too stiff, and you could have some better transitions between them. Ctrl+Jump should just do a single Rotation I think, not 3 or 4 or however many.

Ticket got Animation is nice, and it's nice that you have transition Animations, but walking to crouching slides too much I think.

Voice could use more Variation, you have pretty much a single Soundeffect for a single Action.

Sound Design other then the Voice is really nice, the Level obviously isn't, but you know it's just a showcase, so no Point in talking much about that. The Mechanics work, and in a properly Designed Level, a City or something I could really see this as a handheld 3D Platformer. 

Vending Machine, different Costumes, the cute Moped, that all works pretty well. 

I think Animations should get a bit of a Rework/Improvement, and you should think about if this is aimed at Handheld or at being played on Desktop and adjust accordingly, other then that from what I see it seems to mostly be missing Content.

There isn't much to do. Aiming is way off from where it actually shoots, Shift+A/D also changes Shoulder you look over, which is odd.

Projectiles seem to bounce off Enemies and other Stuff even if Damaging them? 

The Chain you summon extends way too far up I think, why? And why am I on a Halo-Ringworld? You also have incredibly high Gravity when not on Ground, to the Point where I almost instantly snapped back when falling from chain-end Height. Got up there riding the Top of an Enemy Ball.

Your Mecha has really thin Legs, could be thicker to support the Weight I think, especially if the Grid on the Back is supposed to later on carry Stuff. The Shader itself for Mecha and Chain could work, it depends on how it'd look in an actual Game with Textures on them and Stuff, instead of just on those single simple Models.

Your Mecha does not feel heavy to control at all. It doesn't need to feel building-shaking, that's stupid, especially for its size, but it should feel like a walking multi-ton Warmachine, not someone with a Backpack taking a Stroll. 

It's really early, so hard to give any Feedback on anything really, but most importantly improve the Feeling of the Mecha when controlling it to actually feel like a Mecha. Even if it's a small one, nothing wrong with that, but there should be enough Weight behind it to feel like it actually carries the Weapons, Ammo, Armor, Reactor and Pilot at minimum.

>You sit next to your favorite VTuber

I don't think this is a useful Line if you want People to identify themselves with the Character they're playing. 

>You're one comfie awoomfie

This also isn't a Line I'd put into anything.

Why are we both completely uninjured after a Plane crash, why am I a Dog?

Why is everything insinuating that Haru crashed the Plane because he felt like it, why is his first Thought after that he is Hungry?

So now Haru doesn't want to hurt the mean Condor, but crashing a Plane because he's a cool Demon works?

What's an awoomfie?

So far the only Person I completely understand is Robin being entirely distressed by whatever crazy Person Haru is.

So I'm a Dog who not only stores the Key from the Lumberjack in my Fur somehow, but also grabs the Axe? That makes absolutely no Sense.

Requests make no Sense, the writing makes no Sense. Suddenly in the Forest my VTuber disappeared and I guess become a Monster randomly walking around? The Forest Puzzle itself also makes no Sense. I know it's a classic Thing, but it needs a Way to solve it that isn't brute Force. Either hints on the Individual Maps where to go, a Way to find the Answer beforehand or anything.

Got cought by the Demon in the House when looking for Airplane Food, going to end this here. For an Adventure Horror Game you need a better and proper Story, if you're this Dialogue heavy, actual good Dialogue you can immerse yourself into, not me being a Dog that handles everything like a Human with my VTuber friend crashing a Plane on Purpose then turning into a Monster. 

Apart from the Story Aspect, your Window is too small, it causes the Font to get a lot of Artifacts on the Text making it needlessly hard to read. There is no clear Progression going on, it seems like random Events strung together.

This is probably not the Game for me. 

You have Blue Pixels on the Playersprite when showing the Screens for the first Time.

You are missing Walls on the Visuals of the Pathways between Rooms.

I played until the Screens, seems to be the End of the Demo?

I don't know what's supposed to be a murder Mystery in this, it feels more like a VN with walking, there's not really anything interesting going on. Some of the Dialogue is alright to read, but that's about it. 

Art is simple but alright, as long as you can see important Set Pieces later on, assuming there are some. If there are none, why have the walking and Stuff instead of just a VN style with the different Rooms to cycle between?

Not too fond of the Story myself if you can call it that, so far it has just been introducing the People and then it ended for me. 

Maybe it becomes interesting later on, it wasn't a slog to read through or boring or anything, there just hasn't happened anything to talk about really.

>But maybe I'm misunderstanding something.

I ment it didn't seem like I was getting closer to it when flying straight at it, not when rotating, that worked.

I figured as much, can't be changed then. Maybe for a 1.1 or something.

Good Luck with your Release, even with some Graphics lacking, it stil is a really enjoyable Game, from what I've played this DD so far, easily my favorite one.

>Sit tight and imagine the Morrowind installations screens

I'm  imagining. Music helps with that, it really needs some Lore Images and Texts and Stuff during loading. 

If you're not just generating Terrain, but also Lore and main Events etc. you could showcase a Year xx counter and display Images and Descriptions for what happen that Year for a few really big Events, like "Year 219: The giant Crab was finally slain", or whatever. (Update: You seem to have that in Place at the top left, please correct me if I'm wrong) I'm imagining a lot while waiting. While it is slow, the good Thing is, it's making me excited for playing, really needs that Polish.

...still Imagining, getting a bit less exciting.

I got 133 Villages but 0 Towns and Cities, also only 1 Camp. Are they not in the Game yet or did I just get rally unlucky?

Only Mysterious Stranger Background?

While I'm flying in Godmode to the Devilspire, Dungeons sometimes had massive Lag to the Point of unplayability inside them. Why is there so much Crafting, Gathering and Building, I don't think that's needed. Also the World has massive stretches of empty Terrain, you could easily cut the Size in 1/10th of the current without hindering Gameplay or let it fell less vast. Systems seem to be there yet, which is nice, I don't think I encountereed any Bugs, and it certainly feels like Devil Spire 2, as in the original but with additional Stuff. I wouldn't call this a Verticle Slice however. A Verticle Slice is a small Part of the Game done to absolute Finish, fully polished, with final Assets and every System used in that Area working correctly. Your's is kind of the Opposite, everything is there, everything seems to work as far as I can tell, but nothing is polished. 

First and Foremost, improve the Performance, generally on the overworld it handles fine, but in Dungeons or where there are huge Amounts of NPCs not so much.

Then focus on filling the World out properly, it shouldn't be this Empty. DS was rather tight and fine, DS is the opposite and I don't think that's so fine. You need a more interesting World generation, more Points of Interest to appear. UI, Sounds and Graphic need an overhaul. NPCs should have more interesting Routines instead of just walking idly around their Huts, but that reequires proper Props in the World for them to use.

Trying to ride a Horse was Funny. Quests are a bit unclear, I am to kill Rhuja, but there's no Information about Rhuja anywhere, not even when talking to NPCs. And I'm not going to wander 10km2 blindly looking for Rhuja.

Third Person Mode Camera doesn't carry over when entering or exiting Menues. Which need a pretty much full Redesign I think.

All in all it's mostly walking through empty Fields, or sometimes flying in Godmode since I got bored eventually, but the few Parts that are actual Gameplay do feel like DevilSpire2, and are engaging *IF* you envision what this would/could/should look like in the Future. 

Got Ending F, I assume that's bad. There was almost no visibility in the Spire, maybe because I didn't have Torches or anything, maybe just bad Lighting.

Needs work, some Systems I think are unecessary or need a bigger Change, generally it works, and the main Systems are nice to play. Has quite some Potential if done well.

There's nothing there. You can move your Space Ship around, I got immediately lost, Skybox seems not to move, but maybe it's just too far away. It also doesn't wrap properly. Couldn't view the Sourcecode, as Git denied me to. I can't really give Feedback on anything here, as there's nothing there. Not that I'd expect it to, considering 2 Days of Development Time with work etc. that's probably how far you'd get if doing it from Scratch. I don't want this to sound Rude, but I don't really know why this is in DD, if this is supposed to be going somewhere, maybe next DD would've been a better Date, so there's something there to test and give Feedback on. If this is not supposed to be going anywhere and you just wanted to try Raylib/WASM, that's nice, but doesn't mean it should be in DD. Sorry if this came off wrong.

Shoulder Slide does nothing.

Rename Breasts, Buttocks and Hips to Chest, Hips, Thighs respectively. More accurate to the Area they're affecting, also sounds less horny and stupid.

You can't close out of the Color Selector. There's no checkbox to match Eyebrow Color to Hair Color, same with Eyelashes.

You have some Form of bad looking Shader on your Hair, causing a horrid Black Blob when moving the Camera.

Attack Animations feel fluid, not sure if they're selfmade or Mixamo tho, I think I've seen them before. Not that that's necessarily a bad Thing, they fit. It feels a bit floaty when moving tho, especially when stopping, but I couldn't pinpoint any of it.

Hitscan seems to work, Crosshair would be nice, even if just a tiny dot for Interacting with Stuff, the Teddy was spooky, don't suddenly do that.

That's all there is I think.

Played for a bit over one Hour.

Prologue obviously is still Placeholder I hope, three Lines of big Text clicking next isn't very exciting, you could put a nice Intro Sequence before the Tutorial. Later in Development of course.

It feels very nice to play, Cleric wis cute. All in all the new Models look nice, but your Environments, overworld, town, Dungeon Interiors need work I think. You could - and I think you should - really clutter them and make them look interesting, like proper MMORPG Dungeons instead of just squared mostly empty Environments. Also makes Positioning just a bit more important if you can't just move to anywhere/see from anywhere in Combat. 

On Positioning, it's nice that you can command your Partymembers, but I think it'd be nice if they were more intelligent, rather then strictly standing in Place unless commanded. Ideally I'd like them to have an Intelligence Stat that determines how well they dodge AoE, when they take the Decision to move somewhere, if they cancel their casts to dodge based on their health or when they use certain Abilities. It'd really add to the Atmosphere if you could get a Ranger that constantly moves a tick between Autoattacks or after special Shots to get into a better Position, or a Mage who just stands still and spams a big Fire Explosion or something. Makes each individual Run a bit more unique if you don't really know from the beginning how each Partymember acts and have to adjust for that.

While not needed, it'd add to the immersion if you and partymembers could jump. Would also be helpful in allowing more interesting level Designs. It is pretty immersive anyway tho, I wrote this after playing instead of tabing out like usual.

Music is nice and non-intrusive while assisting the Game. I'm hoping for different Soundtracks based on which Dungeon-type you're in, wether its a Crypt, a Ruin, a Cave or whatever.

I think Stats are initially too high, I'd prefer it if you'd not start with 6000 Health, but maybe 60.

I don't quite understand why you automatically descend once the Timer runs out. I like it more then the previous Death Skeletons spawning, but I'd like it even more if you would just have to decide to either find the Exit quick for a Reward like it shows in the Text, or abandon the Reward in Favor of exploring the Dungeon throughout.

Cromwell was a nice Surprise having actual Boss Mechanics. I did not expect that. Overall, while in Essence still simple, it's nice that the Bosses have different Mechanics. This could be expanded to be more movement heavy tho, but that'd require more intelligent Allies. With just the three Movement Commands I have available, dodging the giant AoE feels  a bit dumb, with forcing my Ranged Allies to walk towards me into the AoE while I walk out. 

With the longer Dungeons and more Bosses ( at least I think they're longer) it makes more Sense to start each one back at level 0 then at previous Demoday. I'm assuming Dungeons later on will potentially become longer aswell. 

Sadly there was only one Dungeontype to play in the Demo. I would've liked to keep going.

Different Healers starting with different Spells immediately feel different to play, and not having a full Choice which one and which Spells you get, makes it more interesting in each individual Run. 

I did not get enough Coins to upgrad anything in the Barracks, its really expensive compared to everything else, but seems pretty strong, so I understand that it has to be more expensive. 

Minimap is barely visible against the Dark floors, dark Fog in the Distance, consider making it light instead. Level being at the Top right, aswell as healing on overlap instead of click took some adjustments, but at least the healing Thing makes Sense I think. What would be really great, but really optional would be to allow the Player to customize their HUD to their liking.

One Time Camera rolled into a rather bad Position, no Idea what caused it, maybe trying to look straight down by accident. One Time I thought I was lvl15 but then leveled to lvl14, no Idea if that was a Bug or I misread 13 for 15 tho. 

I think the biggest Thing this Game needs at the Moment is an overall Story, with a proper Intro etc, and a Graphical Overhaul for the Environments. A more interesting looking City, less Square Dungeons, a more interesting Overworld, better Graphics for the UI Elements. You have some sliding on the Floor which should be fixed, and pretty much all casting has the same Animation, most of the Spells look rather similar on their Particle Effects aswell. I think you could go the Extra Mile on both of those to make it that bit more interesting to look at.

As for Gameplay, a bit of precast Time to immediately cast upon ending the previous one could go a long Way I think, and you need better NPC-AI I'd say. Also Party Layout in front/back Lines doesn't seem to always carry over between Stages/After Death, I had to readjust this a bit to often. 

Then ofcourse more Enemy variety instead of just different Colored and Sized Skeletons. Not necessarily on their Abilities, those seem to be varied enough, and you have a quite alright Cast of Heroes and a Ton of Spells already, but in their visual Design.

It felt rather bad when rolling a Party of 1 medium and all heavy Armor otherwise and dropping a ton of great light Armor Pieces. This was when I only had 1 Option to take for each Tank/DD/Healer so I didn't really have a Choice to optimize that. Maybe only drop Stuff that can actually be equipped by your Partymembers, or decrease the Chance for other Stuff to drop or something. But that's just a maybe, as soon as you unlock 1-2 extra Options in Group Select this becomes a non-issue I think.

At some Times I was about to think that this is too hard, but it always just ended in a really clutch Fight, or me just not understanding the Boss Mechanic correctly, not having a proper Spell for it, or not preparing with Potions etc. properly, so I'd say Balancing is pretty good overall at the Moment.

Was Fun, great Game.

I last played this Game over 200 Days ago. Since then, the second Level has disappeared from the Testable Stuff, and the Voice Acting is new if I recall correctly.

That's it, in 200 Days you removed a Level and added Voice Acting? On that Note, the Voice Acting isn't good, the Lines are poorly written, and read without any real Meaning and Emotion behind them.

Sure, you might've added more Levels after the Forest, but since those aren't playable, I can't give Feedback on them, and it just looks like you did nothing in over half a Year working on this. If you want more Feedback, look at my last Comment, nothing has been changed and/or fixed since then. Even the obvious Bugs are still there, like getting stuck on Walls, or toggling Combat Mode with Exploration Mode Camera when taking Falldamage.

No worries, you don't have to rush into trying to make it look pretty, focus on the good Gameplay and Leveldesign first. You can still focus on making pretty Tanks then.

Got no Virus Warning like the others, so I guess I'm now infected?

Ran around the Map a bit, and got lost in the Labyrinth. It's not a final Map, it's a showcase of the current Features, why do you need an empty Labyrinth in there? Just make it a straight Room to Room Thing, and feed the Informations one after the other, not all at once.

There isn't much to say there, as there isn't much in the Game yet. Systems seemed to work, hitting Enemies felt a bit tricky, the long wait until you're allowed to do an Attack didn't particularly help. I understand wanting to prevent spamming attack, but consider increasing Attack Animation Timings for that or something instead of having an arbitrary Timer.

If you equip 2 Weapons, you still only can use One with how the Ability System is setup. Also at least for me the Mousewheel scrolled through Abilities in the wrong Direction.

Not really much else, but it's a start.

Played until the End of the Demo, altho after the first Boss it just turned into me standing there and shooting Enemies essentially.

I don't know why this is on Early Access, this is not Early Access ready. 

You have Empty Levels, Empty UI and Menues, Music is way too loud, pretty much all Models are Placeholders still.

There are no Bugs, which is a Positive. No Idea why I can't walk during attacking, if you're afraid it'd make the Game to easy, up the speed, other Stats and Intelligence of the Enemies. Some of the Props you spawn in your otherwise empty and Flat Levels have Collision when they feel like they shouldn't, I got stuck on some Floor Panels I should be able to easily walk over.

Overall the Player Controls feel too slow and static compared to the Type of Game I think this wants to be.

Only some Enemies have Healthbars, Drones and similar don't have anything. Scrolling on the Level Select Screen is atrociously slow.

In every Menu you have a huge Amount of Screenspace just black, if this isn't designed for mobile first, consider a different Layout, or filling these Parts with something interesting. 

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Either your Tanks Rotation isn't centered or the Camera isn't. Either Way it feels a tiny bit off when trying to turn in Spot. But it leaves Trackmarks(?) which is nice. Could be more pronounced tho.

Very nice feeling Tank handling otherwise, apart from Turning. Acceleration, and especially breaking feels nice, but Tracks should stop immediately when breaking. Not the Tank moving, just the visuals of the Track I mean.

I think it could accelerate a bit slower, it doesn't feel as heavy as it looks, but I guess those Properties are adjustable based on selected Tank and Equipment. 

When stopping, reversing, rotating or otherwise starting to move slowly on slopes you slide down heavily, you should mostly stay in Place I think, a Tank is pretty heavy. Also once you reverse a tiny bit and start sliding, you can't get enough Power to move back up the Ramp until you've gone all the Way down.

"Kill yourself to end the Tutorial" is just Rude.

The stepup from the 47 to 90mm is ridiculous. Also the Tank feels incredibly light with just a 90mm Cannon on Top, it shouldn't have that giant amount of Recoil I think. Railgun feels very weak. But maybe I'm just to bad at actually hitting anything.

This needs quite a bit of Overhaul on the Maps and the Graphics, but you know that, and obviously it's not at that Stage at the Moment.

Tank should feel heavier I think, Controls work fine apart from C to freelook, as it takes away your Ability to see where you're aiming, I think I used most if not all of them and wasn't really looking for anything, but I think Controller probably plays a lot nicer then Keyboard and Mouse. 

Repairing is slow and vulnerable, but I think that makes Sense, so you don't just spam it in the middle of Combat, but after a single Engagement, retreat somewhere to repair yourself in longer Missions. Would require Missions to be better structured tho, with multiple smaller Engagement instead of all just coming at once, but that's probably still to come as with the Graphical overhaul on everything.  Could also use a nice Animation of your Crew hitting your Tank with Hammers or something, put that in the same Category as Graphics etc.

Overall pretty Fun, but still very much feels and looks like a Prototype, altho a rather far along one.

*Edit: Forgot to Mention the Flamethrower throws small Balls at a slow Intervall, not Flames. Reduce Damage by 10x, increase Rate of Fire by 10x, so it feels more like a Stream of Fire rather then individual Bullets.

Soon™.

Maybe a Teaser for next Years v/3.