I have tried both doorways but I really have no clue what’s going on at any time. I didn’t need to combine any items or do anything besides opening the red key bars door to escape the first level, and on the second level I cannot find a weapon so I can’t say there’s much combat to be done. Also, for some reason my dialogue got bugged after a while and I could only pick the third option or last if less.
I beat the first and second demo day levels and ran through the first level a few times to level up before crashing and losing everything (I forgot to screenshot it sowwy). I love the look of the game and the NPCs and the combat is fun, especially with the bow! Leveling is cool and it seemed that charisma changed the game dialogue which I got to see as I leveled up. The boss at the end of the second level took a long time to kill, but is was fun to just tree jump and arrow him to death. Sound FX for weapons would be a great addition, also I noticed the bow arrows go through walls and for sure hit off screen which is kind of OP. Overall great little pixel adventure game! What are your next plans, more levels?
Oh no, what happened, what were you doing just before the crash?
Boss, I need to rework his AI a little, maybe he's too strong for characters with low strength. Arrows are still a little rudimentary, definitely needs extra work.
For the future I'm a little torn. Second part isn't finished yet, but I was thinking about adding one more narration-focused level or free-roam town without cohesive story but with NPCs with their own problems and different ways to 'help' them.
So I got outside skipping the goblins from the roof hole, and from the top balcony jumped all the way right and landed all the way right. Then it crashed. You might be able to replicate it. Future plans sound great though, best of luck
Pros: in terms of style, liked everything about this game. DOS or simply King Quest type of graphics just works, because you know it's era, when Terry Pratchett and Robert Asprin were still popular. Have the same style of humor, subtle, but creating sensible chuckle. Like main character skipping instead of normal walk. And it's nice to see you have references, but still your art style is your own, and it perfectly suits this kind of humor.
Cons: inventory are not intuitive, I was puzzled, how to use some of the items, like fixed lute for the bard. I thought I can, but turns out it doesn't do anything. And going upstairs to attic, I jumped down and got this error message with light blue screen:
Error
player.lua:989: attempt to index a nil value
Traceback
[love "callbacks.lua"]:228: in function 'handler'
player.lua:989: in function 'adventuring'
player.lua:1230: in function 'update'
main.lua:295: in function 'update'
[love "callbacks.lua"]:162: in function <[love "callbacks.lua"]:144>
Comments
I have tried both doorways but I really have no clue what’s going on at any time. I didn’t need to combine any items or do anything besides opening the red key bars door to escape the first level, and on the second level I cannot find a weapon so I can’t say there’s much combat to be done. Also, for some reason my dialogue got bugged after a while and I could only pick the third option or last if less.
I beat the first and second demo day levels and ran through the first level a few times to level up before crashing and losing everything (I forgot to screenshot it sowwy). I love the look of the game and the NPCs and the combat is fun, especially with the bow! Leveling is cool and it seemed that charisma changed the game dialogue which I got to see as I leveled up. The boss at the end of the second level took a long time to kill, but is was fun to just tree jump and arrow him to death. Sound FX for weapons would be a great addition, also I noticed the bow arrows go through walls and for sure hit off screen which is kind of OP. Overall great little pixel adventure game! What are your next plans, more levels?
Oh no, what happened, what were you doing just before the crash?
Boss, I need to rework his AI a little, maybe he's too strong for characters with low strength. Arrows are still a little rudimentary, definitely needs extra work.
For the future I'm a little torn. Second part isn't finished yet, but I was thinking about adding one more narration-focused level or free-roam town without cohesive story but with NPCs with their own problems and different ways to 'help' them.
Thanks for the interest!
So I got outside skipping the goblins from the roof hole, and from the top balcony jumped all the way right and landed all the way right. Then it crashed. You might be able to replicate it. Future plans sound great though, best of luck
-You need a tuto, I'm not going to read a readme or a manual
-For the 5 first secondes I kept checking my audio because of the 'BOOOOOOOOOOOO' oversatured intro sound
-I don't like plateformer so I can't really do constructive criticism
Pros: in terms of style, liked everything about this game. DOS or simply King Quest type of graphics just works, because you know it's era, when Terry Pratchett and Robert Asprin were still popular. Have the same style of humor, subtle, but creating sensible chuckle. Like main character skipping instead of normal walk. And it's nice to see you have references, but still your art style is your own, and it perfectly suits this kind of humor.
Cons: inventory are not intuitive, I was puzzled, how to use some of the items, like fixed lute for the bard. I thought I can, but turns out it doesn't do anything. And going upstairs to attic, I jumped down and got this error message with light blue screen:
Error
player.lua:989: attempt to index a nil value
Traceback
[love "callbacks.lua"]:228: in function 'handler'
player.lua:989: in function 'adventuring'
player.lua:1230: in function 'update'
main.lua:295: in function 'update'
[love "callbacks.lua"]:162: in function <[love "callbacks.lua"]:144>
[C]: in function 'xpcall'
Finished the other demo and I got to make Dirk more agile and stronger.
Loved that boss.