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My Feedback on this Ambitious Work

A topic by Sponge created Sep 03, 2023 Views: 169
Viewing posts 1 to 1

Hey, pretty cool game, played through all the content with someone I met when I joined called Vlieg-something. Probably took me 1 and a half to two hours, so I’m just going to put all of my thoughts about the game below. I know it is still in development so these are my thoughts about what will be good to fix in the game for the future. I posted this on your Discord too, but wanted to put it into a more permanent place so people could reference it.

I had a pretty good time. The combat was pretty fun, especially in the Catacombs where the bosses make you move around. I played with a sword and my friend used the staff so it was cool that he could buff me. I'll say that once he gave me the speed buff I wanted that to be the default speed because whenever it ran out I felt as slow as a log haha. I liked interacting with the weapons and stuff in the world and the cool detail of the skeletons around the fires disappearing as I built Morg(?)’s army was neat. The guy in the suit being able to just give you everything for free was lame and I didn't use it but I guess it makes sense because everything is early and still kind of wack. 

There are a few props in the world that have some layering issues. My screenshots didn't save unfortunately but there's one rock up on the beach near the corner in the north where you can walk your top half under it and there's a pillar near the entrance to the beach that you can walk on the top half of it. Obviously forgivable but layering could probably use another pass.

I also thought the skills were a bit confusing for the sword, mostly how it's actually one skill that switched between the three different kinds. The lock in there didn't make sense to me until I got the dungeon sword and saw it was for the dungeon sword skill. I also wish that there was an auto-attack setting for skills. My finger started to hurt from spamming 1 all the time. I almost thought that there was an auto-attack because there's that little black box at the bottom right of the skills but I couldn't figure out how to use it. If I could set my skills to auto-use when they are off cooldown that would be great.

The UI looks pretty cool and I think one simple change would make it a lot better - hover sprites. There's an idle sprite for buttons and one for when they are clicked on, but if they became brighter or something when I hovered over them it would make the UI feel a lot more interactive. Would probably be pretty easy to implement too. One problem I had with the UI is whenever I would come back to an npc with a completed quest it would bring up their text for having not completed the quest, which I would have to drag away to actually turn in the quest. Would probably be best if that text didn’t come up at all when I’ve finished the quest requirements. Also the dye system was a bit jank, took me a while to figure out I had to drag the clothes into the window from my inventory, but was fine after that.

I also felt some of the targeting was a bit weird. For quests that remove the item after you interact with them, like getting the beach fiber things for hair, the yellow interaction bubble stays after they disappear which feels weird. Also sometimes after I used the dungeon sword's special ability, it felt like I had to re-click on the enemy to be able to use the normal sword attack skill again. Otherwise nothing would happen when I pressed it. Also, for NPCs, after I left menus it seemed it wouldn’t let me interact with them again unless I walked a bit away from them and came back. Probably something to do with triggers. Sometimes I forget something I want to do with an NPC and want to click back quickly. Also some of the enemies would get too close to the wall and I couldn’t hit them with my sword - I had to lure them away from the wall and then try to attack them.

But overall I really enjoyed my time with the game and I felt lucky to be starting at the same time as someone else because we got to figure stuff out together, and fight the dungeon together. I thought the roly polys had too much health, fighting the group of 6 or whatever took forever for us. In comparison the bosses melted because we could focus damage on them. The worm boss was really cool though and his abilities actually cornered me on a couple occasions, like when I had to dodge the “blobs from above” attack and the charge attack at the same time. I really liked that it was easy to get the item slime - at first I thought it would just be cosmetic but grabbing items for me increased the playability of the game a lot.

I do think the health potion economy is a bit inflated - you have to kill a lot of skeletons for quests and they drop a lot of potions. I maxed at 50 potions pretty quickly and at that point I was unkillable because no enemies could outdamage the cooldown (except maybe some bosses if I always stood in their ability zone). I get this is a pretty early area though so it makes sense that it was easy.

Really neat game though. I’m sure having it online and being able to interact with players helps with motivation. I hope that you keep working on it. Obviously the problem with all indie MMOs is the time to get content out to keep your playerbase around (for example right now after the dungeon there are not really any reasons to stick around, nothing to grind for) but I hope you manage to pull through anyways and make this into something big.