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Note, I was testing on the Linux build used "pinkturtle-wip-linux.zip" . I tried "pinkturtle-wip-linuxaarch.zip" as well, but that one gave the error "Exec format error". Google is telling me its cause by running an executable for the wrong architecture? Either way, The first one worked fine for me, and I dont thing any bugs I found due to running the  linux version. Let me know if their is anything I dont mention below that you want me to text on linux.


For the combat, I dont mind the "timed block and then attack" style you seem to be going for. But (and maybe im just doing something wrong), but it feels like the weapons need a bit more reach? Especially when I was testing fighting vs the lizard. With shorter weapons the combination of the backstep when blocking and the enemy backstep when successfully blocked makes too large of a gap to swing and hit with some weapons.  Worked well when I used the berserkerblade though. Note I havent played the Gothic games which I believe your mentioned being inspired by for this game.

having some sort of "loot all" would be nice. Having to loot each individual coin off Adol's corpse would be tedious.

I explored a bit, found trainwiz, and found a secret cave behind the waterfall , but there was no loot in the waterfall. =( 

Also I found an entrance at the back into the pyramid without the skeleton. I found some gem inside, but couldnt figure out how to get out afterwards.

It might be nice to have a equip slot for consumables like you have for scolls. So I dont need to open the inventory mid combat to drink a healing potion.

 

Bugs found:

- Typo in "weak healing scrol" (should be to Ls in scroll)

- A lot of items were just floating a bit above the ground. They are clearly added for bugtesting/playtesting so maybe its intentional. (mentioned it since im not sure if items are supposed to have gravity or something)

- In the journal "Informations" doesnt have any info

- For the heavy guard armor, shouldnt the shield be on the right arm, instead of the arm holding the weapon?

- Dialog camera can be wonky. Showing angles where I cant see anything

- is there a reason that left clicking a potion consumes everything? For example left clicking a heal potion consumes all my healing potions, all my mana potions, all bread, etc.

- Fall damage should be more


Obviously its early, but I look forward to seeing what content you add. Core mechanics seem to be coming along well, so I can see this being a really fun game once there are quests to do, places to explore, lore to uncover, etc.

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I realized that too, since both you and your enemies move backwards when blocking the distance increases too much, I didn't manage to make new Animations in Time for DD, but I'll fix that, thank you. I wanted to originally make it so you keep looting when button is held down, but that had some implementation issues due to me being dumb, a Loot all doesn't sound that bad, I'll keep it in mind. The Gem in the Cave is the key for the doors in it to open, buttons might be a bit hard to see, and aim at with the new interaction System, I'll look into making it more clear and easier to aim at. You're not really supossed to consume items during combat, so thats why there's no button for those, but maybe I'll allow them on the 3-9 magic ones aswell, I'll think about it.

Consuming a potion should only consume a single one, not all of them, and Dialog camera shouldn't be wonky, I'll look into those.

Thank you very much for the playing and feedback.

>You're not really supossed to consume items during combat, so thats why there's no button for those

Fair enough

Sorry, I miss-wrote about the potion consuming. It works fine on Left click. Its on RIGHT click that it acts odd. I tested it again, and right clicking the health potion consumed all my health potions and mana potions. Right clicking the mana potion only consumed all the mana potions.

Here is what I see when talking to Adol by the way.

(+1)

Oh wow, both of those Things are *definetly* not supposed to happen, I'll get onto those, Thanks!