I'm gonna hop in here and give my feedback, I definitely would prefer A and D for strafing. I think that's how WoW is when holding right click and rotating my character with the camera rotation.
Love the aesthetic, looking forward to seeing it grow!
There's not too much for me to comment on right now in the game since you haven't had long to work on it but uploading to demoday means I can watch it progress from here.
Thank you for playing. And I totally haven't been working on this game for a year on and off hahaha..... but yeah I'm excited to start submitting it and progressing a lot with this community. I put the axe in as a way to easily level and explore classes for the prototype, it won't be as op in the real demo ;)
Damn, I didn't even try attacking without the axe, I considered it but there were no weapon stats so I assumed they were just about the same and monsters had 0 HP
I'm adding the tooltips next, the hammer increased damage by 20, and door damage by another 20. The axe increased damage by 90 so you can one shot the 100 health mobs. But yeah Information displayed to the player is important and I need to add it asap
A little too early to judge, but the art looks nice, and so does the concept. The controls are really weird, however, and there doesn't seem to be any particular reason why they need to be so. It's fine now but combat later on could be extremely jank.
Right-click to move camera, and tank controls as default for WASD. It sorta fits a more adventure-esque exploration game, but not one that's probably focused on combat.
Ah yes, if you go with an auto attack + skills with cooldowns, MMORPG-esque battle system, then this is fine. But if you want something more action oriented, then you should try a more action-focused setup, like Dragon's Dogma, or a top-down, hack'n'slash Diablo-like scheme.
Yeah I am gonna go with the attack plus skills with cooldown route, but I'll keep an eye on movement through the life of the development. There will also be plenty of movement skills to facilitate movement.
Comments
I'm gonna hop in here and give my feedback, I definitely would prefer A and D for strafing. I think that's how WoW is when holding right click and rotating my character with the camera rotation.
Love the aesthetic, looking forward to seeing it grow!
Yeah I think I'm gonna change it to have AD strafe. Thanks for the feedback and support!
Interesting potential, nice graphics, and art.
Thank you
There's not too much for me to comment on right now in the game since you haven't had long to work on it but uploading to demoday means I can watch it progress from here.
I wonder how many people grabbed the axe.
Thank you for playing. And I totally haven't been working on this game for a year on and off hahaha..... but yeah I'm excited to start submitting it and progressing a lot with this community. I put the axe in as a way to easily level and explore classes for the prototype, it won't be as op in the real demo ;)
Damn, I didn't even try attacking without the axe, I considered it but there were no weapon stats so I assumed they were just about the same and monsters had 0 HP
I'm adding the tooltips next, the hammer increased damage by 20, and door damage by another 20. The axe increased damage by 90 so you can one shot the 100 health mobs. But yeah Information displayed to the player is important and I need to add it asap
A little too early to judge, but the art looks nice, and so does the concept. The controls are really weird, however, and there doesn't seem to be any particular reason why they need to be so. It's fine now but combat later on could be extremely jank.
Thank you. Which parts were weird?
Right-click to move camera, and tank controls as default for WASD. It sorta fits a more adventure-esque exploration game, but not one that's probably focused on combat.
Honestly I found code that mimicked world of warcraft and went with it. Do you think strafing on A & D would fit better?
Ah yes, if you go with an auto attack + skills with cooldowns, MMORPG-esque battle system, then this is fine. But if you want something more action oriented, then you should try a more action-focused setup, like Dragon's Dogma, or a top-down, hack'n'slash Diablo-like scheme.
Yeah I am gonna go with the attack plus skills with cooldown route, but I'll keep an eye on movement through the life of the development. There will also be plenty of movement skills to facilitate movement.
I wish I was able to mimic a swing sound in real life and have monsters die in front of me instantly.
Your stream was great thanks for playing, attack animation coming soon tm