Actually was useful. I know lighting is janky, but the game uses Godot's built-in lighting system, which is limited and requires tricks to achieve this much. For circle/square lights, I could make all of them square for consistency. The control mixup between interact/pickup is confusing, so I definitely need to do something about that (maybe introduce a separate tool that picks up items?). As for encouraging passivity, that's how Darkwood does it. The only difference is that Darkwood enemies drop items, while husks currently do not. Later builds will give a reward for clearing nights faster.
I feel like the axe should take more than two swings to break. I think there's some cool stuff going on, like how you can grab multiple items at once and how you place them, but it doesn't feel snappy yet, just kind of floaty. And the whole thing with pressing/holding E and such... not sure if there's a better solution for this.
This was the first game I played on stream, my main feedback is to make item/menu interaction more intuitive!
Currently interaction is directional, so when you flail your arms in a certain direction you ínteract with an object, but that is not always the case, you have to press E apparently or sometimes you pick things up. I kept trying to take the axe off the shelf but could not do so. Skill issue probably?
I could understand the farm vegetables with water get ammo loop, but was unable to use it because I couldn't pick up the gun in the first place.
My suggestion is to have a hover tooltip, say you are near the upgrade bench, so long as you are in the radius of the upgrade bench the "E" button pops up and you can interact with it. Visually it is more accessible and does away with the directional dancing movements hoping for a menu to open but never does.
Sort of like how Palworld does it, I've pick up the grass patches by accident too many times to count.
Also how do I get past the log in the first night? I reckon it has something to do with the axe but I kept picking up the entire stand instead of using it, and then I sudokued in the fire. Music turned off after that too.
Anyways, this isn't my genre so I probably don't understand something something Stardew Baronne thingy, hope this small feedback helps!
My apologies for the rough state of the demo. I've been busy so this is just a quick and dirty trash heap to show progress. Most people should skip this one.
The main change is that it now has (some) music and sound, and is more indicative of the direction I'm taking with the game. Full controls:
Comments
greetings
we played mistwood on stream
https://www.twitch.tv/videos/2136437481
the timestamp is 01:21:30
hopefully this will provide some useful feedback.
Actually was useful. I know lighting is janky, but the game uses Godot's built-in lighting system, which is limited and requires tricks to achieve this much. For circle/square lights, I could make all of them square for consistency. The control mixup between interact/pickup is confusing, so I definitely need to do something about that (maybe introduce a separate tool that picks up items?). As for encouraging passivity, that's how Darkwood does it. The only difference is that Darkwood enemies drop items, while husks currently do not. Later builds will give a reward for clearing nights faster.
I feel like the axe should take more than two swings to break. I think there's some cool stuff going on, like how you can grab multiple items at once and how you place them, but it doesn't feel snappy yet, just kind of floaty. And the whole thing with pressing/holding E and such... not sure if there's a better solution for this.
i'm glad you added some sound effects, it makes playtesting much more enjoyable.
doesn't the melee weapon break too easily? when i'm out of bullets i would want to be able to rely on it...
it's kind of weird "farming" shotgun pellets among the watermelons, but i guess it's a temporary workaround.
enjoyable demo, keep it up.
This was the first game I played on stream, my main feedback is to make item/menu interaction more intuitive!
Currently interaction is directional, so when you flail your arms in a certain direction you ínteract with an object, but that is not always the case, you have to press E apparently or sometimes you pick things up. I kept trying to take the axe off the shelf but could not do so. Skill issue probably?
I could understand the farm vegetables with water get ammo loop, but was unable to use it because I couldn't pick up the gun in the first place.
My suggestion is to have a hover tooltip, say you are near the upgrade bench, so long as you are in the radius of the upgrade bench the "E" button pops up and you can interact with it. Visually it is more accessible and does away with the directional dancing movements hoping for a menu to open but never does.
Sort of like how Palworld does it, I've pick up the grass patches by accident too many times to count.
Also how do I get past the log in the first night? I reckon it has something to do with the axe but I kept picking up the entire stand instead of using it, and then I sudokued in the fire. Music turned off after that too.
Anyways, this isn't my genre so I probably don't understand something something Stardew Baronne thingy, hope this small feedback helps!
Tapping interact actually interacts with the item, while holding the button picks it up. I need to make this distinction more clear.
Video Feedback: I struggled to understand a number of mechanics
Dying made you skip the tutorial. Guess I should have accounted for that...
My apologies for the rough state of the demo. I've been busy so this is just a quick and dirty trash heap to show progress. Most people should skip this one.
The main change is that it now has (some) music and sound, and is more indicative of the direction I'm taking with the game. Full controls:
WASD/Arrows = Move
IJKL = Interact
IJKL [Hold] = Use Tool
E = Confirm/Swap
E [Hold] = Drop Weapon
Spacebar = Cancel
Spacebar [Hold] = Sprint
Controller support included.