Trader didnt seem to work for me. Also when killing the trader their collider/collison detection is still active and you can keep hitting them and triggering the death animation. Excited to see more progress!
Gave it a try. Good on you for putting in a menu. 99% of other demos don't for some reason. The game seemed to run only in windowed mode at 1080p, so didn't fill my monitor properly. It would be nice to have an inventory screen because it seems the only way to equip items was directly from a chest. Definitely need some weapon models, because I couldn't tell at first if I had a weapon equipped. Enemy health bars would be nice. I could tell I was hitting them from the sound, but wasn't sure if I was only doing 1 damage out of a billion health. Randomly spawning torches that emit light would look very very nice. Add in some dungeon synth music, and it would improve the atmosphere a bunch. Keep it up!
Orbs! Tried it for a bit and got into a nasty bug: i opened the inventory and then hit esc. Resuming the game still had the inventory open, so i decided to close it pressing tab again. This made the first person controls not work, because it expects the inventory overlay i guess. Hitting esc again resets this.
I dont understand how the trade works (if its implemented yet). Putting items in there for sale changes the cost counter, but i dont know how to put the amount of gold from the trader that would equalize this. Also i can just leave the items there and use him as a stash.
Other than that im not sure what kind of feedback would be useful, since it looks like a very rough first prototype. The stash in the main menu is weird, but thats probably due to there not being savegames. Because once you lose your items, they are gone and you would have to boot up the game again to regain the starter sword.
I like the simplistic environment textures, the crispy pixelated doors and walls remind me a bit of valheim. Enemies are too glossy though, so from a style perspective it should be either one or the other i think, not a mix of these things. Curious what your vision is for this, maybe it will become the 3D immersive RPG Tomo was always dreaming about.
Comments
Trader didnt seem to work for me. Also when killing the trader their collider/collison detection is still active and you can keep hitting them and triggering the death animation. Excited to see more progress!
Gave it a try. Good on you for putting in a menu. 99% of other demos don't for some reason. The game seemed to run only in windowed mode at 1080p, so didn't fill my monitor properly. It would be nice to have an inventory screen because it seems the only way to equip items was directly from a chest. Definitely need some weapon models, because I couldn't tell at first if I had a weapon equipped. Enemy health bars would be nice. I could tell I was hitting them from the sound, but wasn't sure if I was only doing 1 damage out of a billion health. Randomly spawning torches that emit light would look very very nice. Add in some dungeon synth music, and it would improve the atmosphere a bunch. Keep it up!
Orbs! Tried it for a bit and got into a nasty bug: i opened the inventory and then hit esc. Resuming the game still had the inventory open, so i decided to close it pressing tab again. This made the first person controls not work, because it expects the inventory overlay i guess. Hitting esc again resets this.
I dont understand how the trade works (if its implemented yet). Putting items in there for sale changes the cost counter, but i dont know how to put the amount of gold from the trader that would equalize this. Also i can just leave the items there and use him as a stash.
Other than that im not sure what kind of feedback would be useful, since it looks like a very rough first prototype. The stash in the main menu is weird, but thats probably due to there not being savegames. Because once you lose your items, they are gone and you would have to boot up the game again to regain the starter sword.
I like the simplistic environment textures, the crispy pixelated doors and walls remind me a bit of valheim. Enemies are too glossy though, so from a style perspective it should be either one or the other i think, not a mix of these things. Curious what your vision is for this, maybe it will become the 3D immersive RPG Tomo was always dreaming about.