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No criticism is too harsh. I'm happy for anything you gotta give me.

"Controls for the menu and inventory are weird, I think, it is better to use just a mouse." Yeah, I'll be implementing mouse controls for menus soon.

"It's cool that there is a focus on the enemy, although on the next battle already I forgot what this button was, lol." Haha can't help you there.

"Any combat activity eats TONS of stamina, either try to make it cheaper or at least make some basic things free, like weapon swings, those are slow as a snail truck but eat so much that you can run out in like 4-5 swings, and you need stamina for everything besides sword swings." Yeah, that's one of those things that's stolen whole hog from Dark Souls to ensure you can't just go in swinging constantly.

"After an attack, if you hold down the right mouse button, then blocking with a shield will not work." Yeah, that needs fixing.

"It is cool that the run is a thing, but, strangely, you can't just run holding the shift." Hmm, guess it wouldn't hurt to make it so KB+M controls have a bit more options for that. SHIFT is the default chord used for certain types of attacks with the mouse, so maybe ALT would be run and SPACE would be dodge. Never thought to do that.

"Oddly, the equipment can only be changed in chests." That's 100% intentional. The choice will make more sense when the full game design comes closer to fruition.

"There is no pause on the Esc menu." Yep, I need to implement that for single player.

"Heals are spent, even if you have full health since nothing can be done when you hit, or when you are beaten, you have to quickly press heals and spend extra ones as a result, and attacks with a sword, on the contrary, are buffered too much and occur when you no longer expect them." Yeah, I need to modify how potions work so they don't overheal so much. I also gotta fix attack buffering.

"Combat controls are uncomfortable and unresponsive in general." I'm guessing you mean having to hold SHIFT for certain attacks. That's one of those things that I haven't found a better way to deal with due to the game's design. But I do have full control remapping enabled.

"Monsters have interesting attacks and abilities, but the battle process itself makes you frustrated." Mind elaborating a bit on this one? What specifically made you frustrated?

"Also, it seems that the health bar and other ones are displayed inaccurately, seemingly, part of it is hidden behind a huge panel on the left." Oh, I just don't have death implemented for the player at all yet.

"When enemies killed me and it threw me back offscreen, I had about a half of my maximum health reduced, above which I can't heal, this is very punishing and limiting, I suppose you will have some ways to handle it later in development?" I don't actually know yet if I will. The basic plan for the game involves having a daily cycle where you go out, explore, and do something before heading back to camp to sleep and heal your permanent injuries. Hopefully that design choice will make sense in that context. I might create a super potion that heals injuries for demos though.

"The cool bleeding effect you have, when low on health." I think it's cool too! Funny enough, that's actually a status effect. I really need to rework status effects so it's more obvious that's what's happening though.

Anyhow, thanks for playing, and thanks for handing me the idea to have dodging and running be separate buttons on KB+M. I appreciate it.

>What specifically made you frustrated?
Nevermind, it was just a conclusion of all problems I mentioned