-Screenshots are showing more than the game has, since either I'm too dumb to check out the rest of the prototype, or there is only 1 playable level -No menu whatsoever, having a pause button with pause menu is probably a good idea to add early on just to see how it works.
-Where is the RPG part of "Action RPG"? -Dashing out of fireball animation destroys the projectile even after you launch it. Anon... -Can't change direction of attack after initiating it -Takes 8 hits with normal sword -Takes 9 hits by using 3 fireballs + 6-8 sword slashes (why the inconsistency?) -Why is the fireball actually worse than using your melee attack, even if we assume 3+6 attacks total? Unlike regular attack, it's using a very limited resource... -Why is there no "Level Cleared" or at least any indication that the level has been completed? -Why doesn't mana regenerate, even if at a slower pace? Why is it strictly tied to dealing damage?
-MC animation is stiff as a board -Attacks on both MC and the enemy feel extremely sluggish and lack any flair to them, it's literally what, 6 frames? -Very basic environments -What are those sand blocks for and why do they become semi-transparent when approached? You're never really at a risk of losing visibility, so I don't get it. Would make sense if it were tall columns, but not this
You've submitted to 3 demo days, am I just dumb and missing something, or were you remaking the game from ground up every time? Judging by the screenshots, there's only a little bit of gamma difference.
Where is the rest of the prototype? I dunno, like killing more than one enemy, having an actual end for the level, even if it's a very simple one, maybe using dashes to get over/through some obstacles? What part of it is RPG anyway - MP and stamina bars?
I was able to beat the monster without problem. My only complaint is I keep accidentally dodging into the enemy. It would be nice if non-directional input dodges moved the character backwards.
Cute girl, cute game. I really like the use of the orb as the origin of magic, and how it floats around. Though it can fly away from the player, like when I was running against the enemy it went a ways out and respawned or something.
General mechanics seem pretty good, but need some finesse still. Needs feedback when attacking the enemy. Regardless, good looking progress.
Some feedback when you don't have enough mana would be nice, I thought the game had broken. Also some knockback effect or other juice when you whack the enemy.
The screenshots show other levels, are they in the game? How do I get to them?
Hey I think this is pretty cool. Its obviously still early in development, so there isn't a ton to talk about yet, but I like the sprites I think they look good. some things I think that might be able to be implemented early that would add a lot would be a lock on function so you can strafe a target and use ranged more effectively. Click might be a good input for that. your screenshots show other areas and stuff but after I killed the first guy I wasn't sure if there was anything else.
I look forward to seeing where this goes! keep it up!
The game runs really badly in browser, having an executable option would be a much better way for me to give feedback but I have a few notes.
The attacks doesn't feel responsive enough, if the goal is for it to be a slow attack I'd appreciate if there was a readying stance I could go into by holding the attack button and then instantly getting the attack as I release after a flash, sort of like in the Boktai games where you can aim before you fire.
Would also appreciate if the enemy reacted to my attacks in a more effective way, knockback, flashing, being stunned in place, hit effects, etc.
MC is cute and I'm interested in the graphical effects you have going on with the terrain. Hopefully you'll have at least a mini dungeon for the next DD.
Yeah I really need to move away from WebGL. I was rushing to get things in last minute and didn't expect WebGL to handle lighting so poorly.
About the attacks. Enough people were mentioning it as an issue, and so I dug through the code and found out that there was a bug. Basically the function to set the speed of animations was only being applied to the player but not on enemies, making the player significantly slower than enemies. I've fixed that now (reuploaded a new WebGL build and removed Lighting temporarily), but I'm going to spend some more time readjusting and fine tuning values. As for a charge attack, I'm not too sure about that, I'll think about it.
Enemy reactions are also something I need to work on.
I think I should have something more complete by next DD. Thanks for the feedback!
The game should start in a safe area where you can learn the controls. I can't even give you proper feedback because I keep getting gangbanged by the enemy. The enormous amount of stun on hit and delay on attack leads to getting stunlocked to death.
This new build was uploaded at the last minute so it's a little barebones. Also there seems to be a bit of slowdown/lag, most likely because of the 2D Lights not working too well with WebGL. I'll have to do something about that next demoday.
Comments
-Screenshots are showing more than the game has, since either I'm too dumb to check out the rest of the prototype, or there is only 1 playable level
-No menu whatsoever, having a pause button with pause menu is probably a good idea to add early on just to see how it works.
-Where is the RPG part of "Action RPG"?
-Dashing out of fireball animation destroys the projectile even after you launch it. Anon...
-Can't change direction of attack after initiating it
-Takes 8 hits with normal sword
-Takes 9 hits by using 3 fireballs + 6-8 sword slashes (why the inconsistency?)
-Why is the fireball actually worse than using your melee attack, even if we assume 3+6 attacks total? Unlike regular attack, it's using a very limited resource...
-Why is there no "Level Cleared" or at least any indication that the level has been completed?
-Why doesn't mana regenerate, even if at a slower pace? Why is it strictly tied to dealing damage?
-MC animation is stiff as a board
-Attacks on both MC and the enemy feel extremely sluggish and lack any flair to them, it's literally what, 6 frames?
-Very basic environments
-What are those sand blocks for and why do they become semi-transparent when approached? You're never really at a risk of losing visibility, so I don't get it. Would make sense if it were tall columns, but not this
You've submitted to 3 demo days, am I just dumb and missing something, or were you remaking the game from ground up every time? Judging by the screenshots, there's only a little bit of gamma difference.
Where is the rest of the prototype? I dunno, like killing more than one enemy, having an actual end for the level, even if it's a very simple one, maybe using dashes to get over/through some obstacles? What part of it is RPG anyway - MP and stamina bars?
I was able to beat the monster without problem. My only complaint is I keep accidentally dodging into the enemy. It would be nice if non-directional input dodges moved the character backwards.
Good call. Going to work on that change now.
Thanks for playing!
Cute girl, cute game. I really like the use of the orb as the origin of magic, and how it floats around. Though it can fly away from the player, like when I was running against the enemy it went a ways out and respawned or something.
General mechanics seem pretty good, but need some finesse still. Needs feedback when attacking the enemy. Regardless, good looking progress.
I'm glad to hear that the orb wasn't obstructive. I was bit worried that players would be annoyed by it.
Thanks for playing!
Nice prototype! The girl is very cute.
Some feedback when you don't have enough mana would be nice, I thought the game had broken. Also some knockback effect or other juice when you whack the enemy.
The screenshots show other levels, are they in the game? How do I get to them?
I'm glad you like the designs! Currently working on even more, hopefully they'll leave a good impression too.
Agree about the mana thing. Knockback on the enemy another thing I need to add as well.
Screenshots are from a previous Demo Day build, I really need to update them. As of right now everything in the prototype is just the first screen.
Thanks for playing!
Hey I think this is pretty cool. Its obviously still early in development, so there isn't a ton to talk about yet, but I like the sprites I think they look good.
some things I think that might be able to be implemented early that would add a lot would be a lock on function so you can strafe a target and use ranged more effectively. Click might be a good input for that. your screenshots show other areas and stuff but after I killed the first guy I wasn't sure if there was anything else.
I look forward to seeing where this goes! keep it up!
Lock on is a good suggestion. I'll consider it.
As for the screenshots, they are from the last DD, I really need change them. As for the current version there isn't much beyond that one screen.
Thanks for playing!
The game runs really badly in browser, having an executable option would be a much better way for me to give feedback but I have a few notes.
The attacks doesn't feel responsive enough, if the goal is for it to be a slow attack I'd appreciate if there was a readying stance I could go into by holding the attack button and then instantly getting the attack as I release after a flash, sort of like in the Boktai games where you can aim before you fire.
Would also appreciate if the enemy reacted to my attacks in a more effective way, knockback, flashing, being stunned in place, hit effects, etc.
MC is cute and I'm interested in the graphical effects you have going on with the terrain. Hopefully you'll have at least a mini dungeon for the next DD.
Yeah I really need to move away from WebGL. I was rushing to get things in last minute and didn't expect WebGL to handle lighting so poorly.
About the attacks. Enough people were mentioning it as an issue, and so I dug through the code and found out that there was a bug. Basically the function to set the speed of animations was only being applied to the player but not on enemies, making the player significantly slower than enemies. I've fixed that now (reuploaded a new WebGL build and removed Lighting temporarily), but I'm going to spend some more time readjusting and fine tuning values. As for a charge attack, I'm not too sure about that, I'll think about it.
Enemy reactions are also something I need to work on.
I think I should have something more complete by next DD. Thanks for the feedback!
The game should start in a safe area where you can learn the controls. I can't even give you proper feedback because I keep getting gangbanged by the enemy. The enormous amount of stun on hit and delay on attack leads to getting stunlocked to death.
Noted. I'll keep that in mind.
This new build was uploaded at the last minute so it's a little barebones. Also there seems to be a bit of slowdown/lag, most likely because of the 2D Lights not working too well with WebGL. I'll have to do something about that next demoday.