What i noted while playing the game in the browser :
When you select a potion, aim with your mouse and select another one, it throws it without having to left click.
I see that you're shooting by clicking the hotkey which maybe better to play with a controller, but i think it might be better if left click was used to throw the selected spell (i'm not used to this kind of game so i might be saying something stupid)
Also the potion amount in the inventory isn't going down when they are thrown
Otherwise, cool animation, the camera works well and the throwing path being 3D over 2D looks good
I think when I add shadows and landing effects, it'll help make the throw more convincing.
>When you select a potion, aim with your mouse and select another one, it throws it without having to left click.
The target/confirm logic needs to take into account the item being thrown. Currently it just sees your trying aim a throw, and then confirm a throw. (Without checking if the item being thrown is the same or not)
>I see that you're shooting by clicking the hotkey which maybe better to play with a controller, but i think it might be better if left click was used to throw the selected spell (i'm not used to this kind of game so i might be saying something stupid)
Your right, its awkward right now, especially having to reach for those higher numbers (4+). I plan on adding keybinds for the action bar, and maybe have the basic attack of a weapon be left click (also bindable).
>Also the potion amount in the inventory isn't going down when they are thrown
Resource checks and consumption for actions are in the near term pipeline.
Me turning into a Touhou extra stage boss with the 7 key.
I found no bugs in the demo, and I think shooting the slimes and throwing stuff at them felt pretty good. Only thing that felt a little floaty was throwing potions, the position adjustment for that, I think it's the way the camera slowly keeps moving until the throw position is in the center.
Also your UI looks really good, I like the style of it.
I need to add range limits to mouse targeting based on the current spell and change the camera logic a bit. Should help with the camera always moving towards but never reaching it's destination.
Comments
feels good, animates nicely and is a very functional prototype
Thanks for trying it out!
What i noted while playing the game in the browser :
When you select a potion, aim with your mouse and select another one, it throws it without having to left click.
I see that you're shooting by clicking the hotkey which maybe better to play with a controller, but i think it might be better if left click was used to throw the selected spell (i'm not used to this kind of game so i might be saying something stupid)
Also the potion amount in the inventory isn't going down when they are thrown
Otherwise, cool animation, the camera works well and the throwing path being 3D over 2D looks good
Thanks for the feedback!
I think when I add shadows and landing effects, it'll help make the throw more convincing.
>When you select a potion, aim with your mouse and select another one, it throws it without having to left click.
The target/confirm logic needs to take into account the item being thrown. Currently it just sees your trying aim a throw, and then confirm a throw. (Without checking if the item being thrown is the same or not)
>I see that you're shooting by clicking the hotkey which maybe better to play with a controller, but i think it might be better if left click was used to throw the selected spell (i'm not used to this kind of game so i might be saying something stupid)
Your right, its awkward right now, especially having to reach for those higher numbers (4+). I plan on adding keybinds for the action bar, and maybe have the basic attack of a weapon be left click (also bindable).
>Also the potion amount in the inventory isn't going down when they are thrown
Resource checks and consumption for actions are in the near term pipeline.
Nice!
It's already satifying and intuitive, so you are doing good so far.
Thanks!
Me turning into a Touhou extra stage boss with the 7 key.
I found no bugs in the demo, and I think shooting the slimes and throwing stuff at them felt pretty good. Only thing that felt a little floaty was throwing potions, the position adjustment for that, I think it's the way the camera slowly keeps moving until the throw position is in the center.
Also your UI looks really good, I like the style of it.
Thanks!
I need to add range limits to mouse targeting based on the current spell and change the camera logic a bit. Should help with the camera always moving towards but never reaching it's destination.