Play game
Forest of the Damned's itch.io pageBootcamp Track
Journeyman
Devs finishing their first games
Reference Game
https://legionworksgames.itch.io/towel-quest
Bootcamp Discord username
fuzzypsychobear
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Comments
decent game concept here. dark puzzle maze. got a few things i think would make this better.
1) the sound effect for the skeletons dying is absolutely unnecessary. "oh, f me...." you almost had me quit the game after the first skeleton got hit but i wanted to give you some feedback instead of just saying "that was uncalled for an you should do better". get rid of this sound effect if you want players to actually play your game long term.
2) title screen plays music but the game doesn't have background music. if you are only using 1 audio player for your game i would suggest to make it 2 so you can have background and sound effects. if you have time make a background and sound effects adjustment option for their individual sound or at least a master volume selector.
3) title screen shows controls for keyboard and controller but doesn't separate them so for a computer user, the fire button seems to be space and a and x. would suggest a way to separate that for clarity.
4) there are no visual indicators for the wizard or the skeletons taking damage. if someone is playing without sound (trust me, people do play games this way). then they have no clue that the skeleton got hit or that the wizard took damage outside of the hearts. the first time the skeleton bounced off me, i thought the staff worked like a shield and that might be how you traverse through the level on able to take damage if you got hit in the back.
5) the beacon didn't stand out enough for me to know what it actually was. i thought it was a pile of sticks for making a camp fire the first time i played. please try to find a way to let the player know what they are looking for ahead of time besides just words.
6) the growing / shrinking light is a nice concept. would consider some of the light stays when the wizard fires the magic flame. for example. you start with a set distance of light (lets say 1 space away) you pick up the flame and now you have 2 spaces of light. when you use the magic flame, consider bringing it down half way to 1.5 spaces. then the player has incentive to collect all the flames in the map and isn't penalized so harshly for having to use the flames. maybe you want the difficulty at that amount, which is your choice ultimately. i think giving the player some kind of reward overall is better personally and a little more light is a simple fix here.
7) the first time I started the game, i was looking around the screen to see what the UI was and get a feel for the environment when a random skeleton came and hit me. same thing happened on the second level as well. would suggest to start the player in a spot where they do not take damage right away. simply move the spawn point please.
I hope that this helps you make the game better. please let me know if you do an update and i will try it again.
This is a fun little game! :) I loved the sound effects, but yeah, like the others, I didn't quite get the skeleton death sound. I figured out later after a few listens that it's supposed to be the skeleton's voice and not the wizards voice or some random voice. Not sure how to improve that, but the idea of randomizing their death lines you mentioned before is a good one I think.
Another thing you could probably implement is making the fireball spell light up the area, so you see it hit the skeleton you cast it on.
Also, you mentioned before that you tested this with the controller. I tried it with my XBOX One controller and couldn't fire any fireballs with any button. I ended up moving with the controller stick and firing with Space. :D
Congrats on finishing your first game! It was challenging, but once I got the mechanics down it was fun to explore and try to react at the very fast skeletons. I thought the sound effects were great haha; there are not many comical mage games out there. I think that could really set a game like this apart. I did wish the skeletons moved a bit slower so that I could see the fireball hit them. It might be better to slow them down a bit but make you hit them with 2 fireballs or something. I am excited to see how you build onto this and where you take it.
First of all, congratz for finishing the game
I found some points:
- At the beginning, it wasn't clear for the that the flames you collected were the ammo for killing the skeletons. I thought they were just collectibles to pass the level.
- The pace of the skeletons felt too fast, with a very little reaction time.
- The killing sound for the skeletons didn't match a lot, I expected some yelling of the skeletons or a burning explosion.
- It could be interesting to have some clues on where the beacon and the door are situated.
Nice interpretation from the source game! Here are my points:
- Audio when killing skeletons felt pretty childish and got on my nerves immediately;
- Loved how sometimes you'd have to avoid a skeleton in order to get to the fireball required to kill it;
- Not sure if that's the case, would be interesting to let players see the gate even when closed, so that they can remember how to get there rather than blindly looking for it;
- I stumbled on the beacon by sheer luck, would be interesting to hint at its location;
- Gameplay can be on the long side with some waiting and skeletons that are pretty fast, would be nice to add checkpoints at level start, died in level two and restarted in level one;
- Navigation felt hit and miss with getting stuck on edges sometimes while a frenzied skeleton was rushing towards me. If the gameplay is tight, navigation needs to be irreproachable, otherwise you should make things a little more comfortable;
- Liked how you made your iteration a lot less sluggish than the source game;
- Itchio page doesn't have any useful description, leaving the game a complete mystery.
Thanks for the feedback!
- I had recorded several different death sounds for the skeletons and had intended to have them randomize which one played on death. Couldn't get it to work and ran out of time. Was it the voice that bothered you or the profanity? All the lines I recorded were in that voice but not all had profanity.
- As far as checkpoints are concerned, I had thought about having a level select screen where you could restart on level 2 instead of having to go all the way back to the beginning but again ran out of time.
- My most consistent feedback so far has been skeletons too fast and couldn't find the beacon. So some tweaks are definitely needed.
- For navigation, did you use keyboard or controller? I did most of my testing with controller and didn't seem to run into any navigation problems. I only tested keyboard enough to make sure the inputs worked. I will do some more testing with the navigation both to see if I can break it with a controller and to get more first hand experience with how well the keyboard controls are working.
I'm no prude haha but yeah it was the random insult at the skeletons that felt gratuitous and very much out of context, especially when it's always played in the same childish tone.
Should have clarified, I played with the keyboard, I'm guessing this comes from trying to hit two directions at the same time, as it mostly happened around corners I think. Oddly enough most games here don't seem to be supporting diagonal navigation.
I did find skeletons fast at first, but they're pretty easy to get rid of, and because they're so fast, you usually don't have to wait too much if you're lacking ammo or your timing wasn't right.
This is actually a pretty fun game, well done. I couldn't find the beacon, but I love the custom sound effects.
Thanks! I had a lot of fun making the sound effects.