Played 4-5 runs. I have no video because OBS refused to record anything. I believe thats because Im using a laptop with two graphic cards, which causes me issues to record chrome windows and other programs.
The game is interesting and very frenetic. I skipped most of the codex because I thought I would learn playing but oh boy I got my ass kicked. Not having time to think made me ignore everything in the screen except the options on the bottom, the HP and lantern status. In the first succesful run I managed to beat the first boss to then lose because I didn't much oil and the few times I did, I was spamming the forward key so I missed it (specially difficult when both left and right options are completely dark). I think the end screen said 400, but I'm not sure about it now.
In the next runs I learned about pressing down to amplify things, but I didn't feel it helped me much. I felt I had no time to think about anything. I felt that if I didn't continue exploring I would lose thanks to the lantern.
The game might be a bit too fast for me, but I can see people enjoying the pace.
I like this new version a lot. Everything feels faster, and you just enter a slotmachine mode where your mind is void and you just click(I lasted a whole year but died at floor8). Dunno how a new player would react to this build though. I won't say that I miss the fairy, but a tutorial is needed.
New manifestations is a great addition to the tower. I suggest you to design a lot around that, with curses and blessings to mod your run.
Sometimes when I was at food 0 and pickup some food it wont be added to the counter. It's a bug or I was just starved?
Dunno what are your plans, but maybe point to build towers that can be completed in 3-5min, IU felt the climb to lv10 very long. I don't remember if I suggested this already in last DD, but check puzzle quest for a feel on level pacing and progression.
Thanks for playing Vesuvius. I'll really need a way to introduce quickly to the gameplay yes. Starting to think about quick start voice over panels when you first launch the dungeon.
I'm going to try to make each run unique depending on what Opportunities get manifested, that's the plan.
If you lack Health, as soon as you pick up Food it's consumed. It's not directly intuitive. Which make me think I could animate the consumption on the UI.
I ditched the idea of different Towers at some point for ease of development, but it's something people suggest regularly. I might get back to it and maybe merge it with difficulty level.
I gave this game a try, three playthroughs, most of the times died due to lamp running out of fuel, once got killed by the boss on level 5. Here's what I have to say:
The performance is pretty bad for a game where you essentially click on menus. It misses key presses or doesn't update the screen fast enough.
There's no reason to progress to the next floor, cause you could just run around on a lower level and grind, cause the rewards remain the same(why don't gold and scroll opportunities give you more money/XP on higher levels?) and the gameplay remains the same as well. I gave it one more try, and now see the reason to progress past the boos, cause you will unlock new opportunities as well as access the shop to buy upgrades. But before you have to fight the boss, you can still grind on lower levels so that you could kill him in one or two hits.
Overall don't see the appeal of this game. You almost mindlessly click on whatever opportunity is more favorable to you, but you first nee the game to provide it to you, and this is not a situation you can affect in any way, from my experience, it's easy to run out of lamp oil, and all you can do is click whatever, hoping that one of the next options will be oil.
Thank you for giving a try. My end goal is to create a fast reaction roguelike while leaving a bit of room for the player to modulate his climb by chosing a lower floor to farm (giving less xp). I take your feedback into consideration for when I come to a point of balancing the game better.
Could you share your CPU, GPU and RAM please ? I'm aware of performances problems but not yet so hard that it would impact input registering.
I've been looking at the task manager and it says that the gam maxes out my 2 Gb of dedicated video RAM, dunno if this has to do something with performance. I have a laptop with a pretty shoddy cooling system, so it starts throttling when the CPU temperature reaches 80 degrees, but the game runs slower even before it happens.
I was a little confused starting out, but when it clicked- and it clicked pretty quickly- I was pretty stoked to keep trying again. The only issue I really have is that the boss at Level 5 is really hard, but it might be a thing of me not 100% knowing what I'm doing or acting too recklessly.
Hey. Thanks for the review. Glad you understood the concept and it clicked. The boss is too hard currently even when you're hero has the same level. I'll need to cook a better scaling formula for next demo. See ya.
Comments
Played 4-5 runs. I have no video because OBS refused to record anything. I believe thats because Im using a laptop with two graphic cards, which causes me issues to record chrome windows and other programs.
The game is interesting and very frenetic. I skipped most of the codex because I thought I would learn playing but oh boy I got my ass kicked. Not having time to think made me ignore everything in the screen except the options on the bottom, the HP and lantern status. In the first succesful run I managed to beat the first boss to then lose because I didn't much oil and the few times I did, I was spamming the forward key so I missed it (specially difficult when both left and right options are completely dark). I think the end screen said 400, but I'm not sure about it now.
In the next runs I learned about pressing down to amplify things, but I didn't feel it helped me much. I felt I had no time to think about anything. I felt that if I didn't continue exploring I would lose thanks to the lantern.
The game might be a bit too fast for me, but I can see people enjoying the pace.
Thanks for sharing what was in your mind when you played. I will add difficulty options at some point so the Lantern fades at different speed.
I like this new version a lot. Everything feels faster, and you just enter a slotmachine mode where your mind is void and you just click(I lasted a whole year but died at floor8). Dunno how a new player would react to this build though. I won't say that I miss the fairy, but a tutorial is needed.
New manifestations is a great addition to the tower. I suggest you to design a lot around that, with curses and blessings to mod your run.
Sometimes when I was at food 0 and pickup some food it wont be added to the counter. It's a bug or I was just starved?
Dunno what are your plans, but maybe point to build towers that can be completed in 3-5min, IU felt the climb to lv10 very long. I don't remember if I suggested this already in last DD, but check puzzle quest for a feel on level pacing and progression.
GL.
Thanks for playing Vesuvius. I'll really need a way to introduce quickly to the gameplay yes. Starting to think about quick start voice over panels when you first launch the dungeon.
I'm going to try to make each run unique depending on what Opportunities get manifested, that's the plan.
If you lack Health, as soon as you pick up Food it's consumed. It's not directly intuitive. Which make me think I could animate the consumption on the UI.
I ditched the idea of different Towers at some point for ease of development, but it's something people suggest regularly. I might get back to it and maybe merge it with difficulty level.
See you around!
I gave this game a try, three playthroughs, most of the times died due to lamp running out of fuel, once got killed by the boss on level 5. Here's what I have to say:
There's no reason to progress to the next floor, cause you could just run around on a lower level and grind, cause the rewards remain the same(why don't gold and scroll opportunities give you more money/XP on higher levels?) and the gameplay remains the same as well.I gave it one more try, and now see the reason to progress past the boos, cause you will unlock new opportunities as well as access the shop to buy upgrades. But before you have to fight the boss, you can still grind on lower levels so that you could kill him in one or two hits.Thank you for giving a try. My end goal is to create a fast reaction roguelike while leaving a bit of room for the player to modulate his climb by chosing a lower floor to farm (giving less xp). I take your feedback into consideration for when I come to a point of balancing the game better.
Could you share your CPU, GPU and RAM please ? I'm aware of performances problems but not yet so hard that it would impact input registering.
Core i7-8550U
16 Gb RAM
Radeon RX 550
I've been looking at the task manager and it says that the gam maxes out my 2 Gb of dedicated video RAM, dunno if this has to do something with performance. I have a laptop with a pretty shoddy cooling system, so it starts throttling when the CPU temperature reaches 80 degrees, but the game runs slower even before it happens.
This is cool! This is really cool and really fun!
I was a little confused starting out, but when it clicked- and it clicked pretty quickly- I was pretty stoked to keep trying again. The only issue I really have is that the boss at Level 5 is really hard, but it might be a thing of me not 100% knowing what I'm doing or acting too recklessly.
Keep up the good work!
Hey. Thanks for the review. Glad you understood the concept and it clicked. The boss is too hard currently even when you're hero has the same level. I'll need to cook a better scaling formula for next demo. See ya.