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Treacherous Journeys's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sound/Music | #37 | 3.402 | 4.500 |
Art / Graphics | #39 | 3.591 | 4.750 |
Controls / UI | #48 | 3.024 | 4.000 |
Overall Fun | #48 | 3.024 | 4.000 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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This is it. The promised hour is at hand. Please join me as rate the final game of Feedback Quest 4, live. It's here! It's happening! Not just the feedback of the final game, but it being a game I actively chose to avoid back in Feedback Quest 3 because of something that is no fault of the creators, just my own fears. But thanks to the noble work of the developer, this is not longer the case.
Pardon me as I have a laughter breakdown.
So, I will name everything I either loved or felt needed looking at. To begin, thank you for adding the arachnophobia mode. It's so wonderful to see some developers who have a vision they want to follow, but are also willing to do things to help with people's fears if they can. I start with this because I don't want you to think in any way, shape or form that I'm not grateful for this. The truth is, I'm so thankfully that I felt it was my duty to ensure that anything that could help their game was covered. To do that, I need to be honest.
First, when I started up I figured there might still be a spider issue on the title screen. This was proven true. Luckily, I did well to block my view. Then when I first transitioned into the first cave, I was hit with a loading screen that I was not prepared for. Fortunately for me, the line art aspect of it made it feel more fake which saved me. I would suggest including a warning about spiders in the game and stating of an arachnophobia mode. You then put in a first time launch screen that has no spider on it. This gives arachnophobics the chance to know and to change the setting. before they would ever see a spider. Then, you have two title screens and two loading screens, depending on if the mode is active!
From here, we started the quests from the first two NPCs. What felt weird, however, was that I could get Gerhard's last quest before the other's. Yet the first gives context to how Gerhard talks to you. I would recommend adding flag options to when you accept a quest to be a trigger for getting access to a new one. This could be useful in the future for you as well.
DON'T MESS WITH YNNA. YOU DON'T HARM THAT LOVELY LADY OF THE LUSCIOUS LAKEY LANDS OF MFASDLFKNA;SLH;SG YOU KEEP YNNA! The only thing you need to fix on her is that head piece. Take it off, let the hair flow. She's fine. Also give more Ynna. Maybe Ynna mode?
Oh my god, the goblin deaths. I mean, they make sense! They do! But they're SO FUNNY. I love them! Don't change them. Ok, coming back down now for the next few.
As I ran into the area where the trial happens, I was immediately hit with the most dramatic music I'd ever heard! Like, it was 1000% final dungeon music, and it just threw me off to be used on... goblins with such funny death cries.
As I was getting into the orcs area, I realized that I had no health potions available to me and died, at which point I was respawned back to the beginning.I thought that was weird. I had tons in my inventory! So I check, and yea. I do! So then I check the potions slots and... oh. Oh. It's a manual reload. It doesn't use from your inventory. Oh. That threw me off, primarily because I could swear Diablo 2, which I can tell is a heavy inspiration for this game, didn't have that issue. Like, they had extra slots just for potions, but if you used those all up it would still keep using the ones in your inventory.
And so, with this, I thought I was done. I thought I had covered it all. So I began to return, where I recovered everything for the above. And early on, it hit me. I had been sent back to the beginning! There was no close respawn point! I mean, it made sense before getting to town, but there should've been one in town! What?! I couldn't find someone to let me save my respawn point.
So I pressed on. I had to be sure there wasn't more to see. So without quests, I began pushing forward into the world. As I was I came to learn that the world was much bigger. Also far more open. And I met a guy named Baker! Then, as I was returning from that long journey, I realized I wanted to sell from my inventory. Wait. Sell? Where's a vendor? Wait... wait, there's no currency! Really!? That's shocking! I had to wonder if that was intentional.
And then, with this in hand.... I then had to keep going until I remembered when last I thought I was done. Because I was realizing that yes, I was done back then. Which happened a short time later, when I remembered about manual potion loading. XD
And here we are now!
That's right, Prism. We're here now! THIS IS THE MOMENT! THE FINAL STROKES ARE UPON US! WITH YOU RIDES THE FINALE OF FEEDBACK QUEST 4 (not really, but c'mon. It's the bit now)! SO LET IT BE KNOWN!
Your game is pretty good. I can't wait to see more. <3
Thanks for the feedback! I'll go looking for the VOD if you have one :)
Yeah sorry for the spider reappearing in the scene transition - this arachnophobia mode was made quite quickly without much QC:) I figure most people who would have problems with the spider on the illustration would avoid the game already since it's also in the key art for the game?
Don't worry I won't harm Ynna! Can't promise I won't mess with her because she might be receiving a more detailed texture in the future. But I might have forgotten to remove the dialogue line "clothes" which I put in back when I was just using an asset for her and not a custom model :)
I haven't made a final decision on how potions should work. Currently they work like Diablo 2 - you have a belt, and when you pick up potions they go to your belt slots first, then to the inventory when the belt is full. Belt slots don't refill automatically from the inventory in D2 either.
And yes, the game is far from feature complete - there is only one respawn zone in the open world, and there will be one in Hearsay Hamlet and other important safe zones in the future, which you will probably automatically bind to when entering the area.
Here you go!
I am going through all submissions to make all developers aware of an important Google form I've made.
I'm joining the IQ folks to help organize smaller events in between the main FQ event in order to help prevent us from getting too many games in main events. Right now, I have a planned structure for these events but I would like to hear from everyone who was in this event in order to tune things better. The survey is a bit long, but it covers as much as I could think of. If you can take the time to do the survey by June 1st, I would immensely appreciate it!
You can find the form here: https://forms.gle/P9LPYwERhJtpZzteA
Voice acting, amazing! :)
This is my second playthrough, and I went much further than the previous Feedback fest.
I really liked the character customization, esp being about to choose my gender. I love the graphics and overall feel of the game, for example how the footsteps sound different under different terrain (grass, rocks, etc).
I enjoyed playing with the bow compared to melee weapons, so I used a bow exclusively once I got one from the rat quest. Overall, I wish the attacks were faster. As it is, it felt like the game was sluggish even though it's really not, but it takes a while to fire an arrow, or swing a sword.
I went as far as the quest to get 3 supplies, but when I wandered North from there, there were a ton of goblins and bears, which I dispatched by kiting them (pretty fun to do!), and ended up at Hearsay Hamlet. I didn't find any supplies along the way, so maybe I went the wrong way?
I then tried to run back to the bridge, and the horde of goblins I ran past chased me, I'm not sure if they ever stopped, but eventually I ran into another horde of goblins and died :( When I respawned it was back at the starting spot. Maybe there could be a nearer respawn spot?
I picked up the splitting arrow skill to level 3, but it was pretty hard to use, most of the time even with one target in front of me, only one arrow would hit it. Other times, with a couple of enemies in the distance, it was very rare for more than one arrow to hit. I'm not sure how to improve the skill though, maybe have a smaller offset angle, or have the arrows fly faster?
Another comment is that my inventory got full, but I couldn't find anywhere to sell my loot, even at Hearsay Hamlet. Maybe I missed a vendor somewhere?
Overall, I had quite a lot of fun!
Thanks for the comments :) Yes you're right with multishot a single target can only be hit by 1 arrow. This is a change I made because the skill simply became too OP otherwise.
Since that change - might make sense to up the attack speed of bows a bit.
Yes there should be more than one graveyard - I expect it will work so that visiting regions with a graveyard binds you to it. But death is also supposed to be at least a little bit of an inconvenience :)
Fully voiced dialogue is always nice. Health works. Mana works. Potions need a sound effect when used as there is no audio cue to confirm I pressed the right button. Also showing how many more potions I have in the slot would be helpful. Combat is good for an RPG. Only critique is the flinched hits as it is almost impossible to attack back when surrounded by 4 or more enemies. I recommend adding option to click and drag skill from the skill UI into the Hotkey box as that is more natural for gamers than selecting the hotkey boxes first.
Thanks! I watched the VOD and you had some good pointers there too.
Potion sounds now added to TODO list, as well as cooldown periods for stuns.
Skill assignment UI is planned to be totally reworked and integrated with the (coming) skill tree.
Will definitely be looking at the missing hit audio you experienced. I'm kinda thinking it might be because you missed?
Also - I've long been against implementing quest markers, preferring to but this is something I've now heard from so many that I might give in :)
Ah if I missed an attack, then a visual cue that shows us that we missed would be awesome! That would explain why we didn't hear anything. You could also make quest markers an accessibility thing. Let it be on for people who want it on but have an option to toggle off for people who want to be more immersive.
I tried to play the demo but it said that my account couldn't be connected to the master machine or something like that
That's strange - I'll try downloading myself to see if there are problems.
Thank you so much for the report! I had indeed destroyed account creation, but it's fixed now. Would you mind trying again? You don't need to redownload, since it's a server fix.
It is working now. I'll definitely play and stream this on Sunday or Monday :)
Awesome thanks :)