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(+1)

Interesting stuff, there are already quite a few systems, most seem to be OK and others at a barebones stage but it should be expected for such an early version. Overall, good foundation imo. 

Combat needs some juice. I understand you are going for stat-based but some weapons at the start feel too slow, like you are swinging in triple gravity or underwater. Hit feedback also needs some love, oddly enough the animation + sound when you hit stone or heavy armor is good, but when hitting an enemy its underwhelming, just the generic sound and square blood particles. A simple test I would propose is to fuck around with the animationtree/animationplayer timescale upon hit, something very subtle can do wonders. 

I probably played little over 1h, and as I found more villages and dungeons, and picked up quests along the way, I had trouble finding these places on the map when I wanted to track back. Mainly due to the proc gen, everything looked a bit the same. My feedback would be to try to add some variation and code in some landmarks with a certain name. E.g., during world gen, if you generate a village called Swordfall, try to add the statue of a knight somewhere in the village. just a little something that when later I ask some NPC for a quest and he tells me to fuck someone up in Swordfall I know it was that one village with a knight statue and I remember it was somewhere in the bottom of the map.

As others have mentioned, you should look into pre-built world for a quick playtest. You must be storing the map data somewhere and somehow (e.g., in the user folder, idk if you are using Godot resources or something else), but I don't see why you wouldn't be able to copy that and package it the game? And at runtime, if a player selects the prebuilt world you just make a copy of it to the user folder? Maybe will require a bit of refactoring on your codebase but as you can see from other comments, it would be a nice feature to have. Plus, you should also provide the ability to retrieve and set a seed for the world gen.

Flying/Levitating are debug functions, right? Are building and digging also debug or do you plan on having some sort of base building?

Hi! Thanks for playing and the review!

  1. Your attacks do slow down when they hit enemies, but maybe it's not enough, I'll see to making it more impactful. The rest I'll balance more soon.
  2. I will add way more variation with monuments and other outside props, but you can see the location names on the map screen, and even fast-travel to them for now.
  3. I'll look into prepackaging a world, at least for the early demos. And the world gen seed is defined by the actual world name! So if you and your friend generate The Land of AGDG, it will be the exact same world!
  4. Flying/Levitating are accessible through spells right now! (minus the debug stats) And digging and burying can be done with the Shovel Tool item!