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(1 edit)

  Thank you for taking the time to write such comprehensive feedback.  I agree with all of your points.  I made a huge mistake by spending a lot of time on the models and animation, which meant that I ended up submitting my testing level with UI that was hacked together within 20 minutes of the deadline.

  The original plan for the bounties was actually a bit more complex and the world was meant to be much bigger, which I think will solve some of the "waiting around for a pirate that you're probably not going to reach" problem.

As for the UI and controls.  Agree that in it's current state it's very uncomfortable, but I think the right click to move might still be a viable scheme.  I think the discomfort is mostly being caused by the camera position, which is actually only where it is because I was testing animation and forgot to put it back.  With the camera in a more Top-Down position and if the move speeds of the character, the punching glove and the pirates are balanced, I think the right click to move will play a lot like a MOBA.  What do you think?

Also, great job on Crimson Soil!!

(1 edit)

Maybe, but the moba genre relies on many different skills and a much bigger overview. This game has no focus on multiple skills and strategic maneuvering. It has one straightforward skill with a very small contact window and a pretty big delay. I really don't want to moba controls with these mechanics.

If you're trying to design a moba-like game, then start with moba-like premise in mind, I think.

And thanks! :)