Ok, played on the server for a bit on the mage track. My notes:
- I like the theme of the game, and the style. It's silly, and I'm into that.
- Enemies and projectiles all felt a bit samey. All the enemies projectiles moved at about the same speed. There was some variation, but it wasn't quite pronounced enough to make me feel like I had to watch out for anything, or change my strategy.
- I was excited when an item dropped and I picked it up. But I couldn't tell if it was doing anything, it all felt the same. I can see you're going for longer term progression, but creating that moment of "oh awesome, now I can do X" is important imo. Like, if i picked up the amulet and my attack speed was twice as fast, that would feel great.
- Mole king had so much fucking health. It was a bit exhausting, especially when most enemies died in a couple hits. After hitting him ~100 times I got bored of fighting him.
- Love the idea of PvPvE. I think that's a strong feature, and though I didn't run into another player, the NPCs were nice. Wish they were a bit more of a threat though. I destroyed them pretty easily.
To sum up, I think you have some good potential here. I'd mostly think about how long term you want to progression to be, vs how rewarding you want it to be in the short term. My feeling is that it is tending a bit too much towards the former, and skimping a bit on the former. Part of the charm of these games is that you can make some really silly powerful stuff happen without a ton of effort. However, I am thinking about it in terms of playing ~20 demos, so it's not the ideal context to judge something that asks a longer commitment.
On enemies: This largely depends on how far you got, as in Dungeon mode there are bosses in the last phase of the dungeon locked behind doors. But I see your point. My intention was to keep basic enemies simple, as they're mainly supposed to be loot and exp catalysts. I'm planning to add more interesting enemies in the future, but I'm worried making them too complex would frustrate players who are dealing with pvp.
On items: items are subtle at earlier levels but get more powerful throughout the course of a game as you go through zones and find uniques dropped by bosses and minibosses. There are some really fun ones, like goliath and tiny necklaces, bulbous and turtle rings, rainbow relic etc. But yeah I'm definitely gonna add ones that do more interesting things here soon.
Mole king HP: Yeah this ones unintentional that I need to fix. Hes scailing with bot players when he and other bosses should just scail with real players.
Bots: funny you say this! I'm thinking about nerfing them, as I'm seeing alot of players struggle to kill them lol. I'll probably add a difficulty setting for servers next patch.
I appreciate the write up dude and am looking forward to trying your game
Comments
pretty damn cool as alwayas
This is gonna be the new agar.io
Thanks bro. Hopefully you determined that after playing the game lol
I played a bit of single player on the browser.
It's like wraith of the titan god (might not be the name. But it is a free to play game on steam that has been on steam for a very long time.)
It needs music in the background. It's fun to play so far. Enemy projectiles seem samey at times.
It has potential, but it needs heavy refinement.
The client has music and bot players! The browser is optimized for performance
I'll download the client then to test that out. Thanks.
Ok, played on the server for a bit on the mage track. My notes:
- I like the theme of the game, and the style. It's silly, and I'm into that.
- Enemies and projectiles all felt a bit samey. All the enemies projectiles moved at about the same speed. There was some variation, but it wasn't quite pronounced enough to make me feel like I had to watch out for anything, or change my strategy.
- I was excited when an item dropped and I picked it up. But I couldn't tell if it was doing anything, it all felt the same. I can see you're going for longer term progression, but creating that moment of "oh awesome, now I can do X" is important imo. Like, if i picked up the amulet and my attack speed was twice as fast, that would feel great.
- Mole king had so much fucking health. It was a bit exhausting, especially when most enemies died in a couple hits. After hitting him ~100 times I got bored of fighting him.
- Love the idea of PvPvE. I think that's a strong feature, and though I didn't run into another player, the NPCs were nice. Wish they were a bit more of a threat though. I destroyed them pretty easily.
To sum up, I think you have some good potential here. I'd mostly think about how long term you want to progression to be, vs how rewarding you want it to be in the short term. My feeling is that it is tending a bit too much towards the former, and skimping a bit on the former. Part of the charm of these games is that you can make some really silly powerful stuff happen without a ton of effort. However, I am thinking about it in terms of playing ~20 demos, so it's not the ideal context to judge something that asks a longer commitment.
Thanks for your feedback man.
On enemies: This largely depends on how far you got, as in Dungeon mode there are bosses in the last phase of the dungeon locked behind doors. But I see your point. My intention was to keep basic enemies simple, as they're mainly supposed to be loot and exp catalysts. I'm planning to add more interesting enemies in the future, but I'm worried making them too complex would frustrate players who are dealing with pvp.
On items: items are subtle at earlier levels but get more powerful throughout the course of a game as you go through zones and find uniques dropped by bosses and minibosses. There are some really fun ones, like goliath and tiny necklaces, bulbous and turtle rings, rainbow relic etc. But yeah I'm definitely gonna add ones that do more interesting things here soon.
Mole king HP: Yeah this ones unintentional that I need to fix. Hes scailing with bot players when he and other bosses should just scail with real players.
Bots: funny you say this! I'm thinking about nerfing them, as I'm seeing alot of players struggle to kill them lol. I'll probably add a difficulty setting for servers next patch.
I appreciate the write up dude and am looking forward to trying your game
We bots now. Download the client if you want to play with them solo, or join the server if it's up