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(+1)

I normally avoid games like that, because I like them a lot, and spend way too much time in them. This was my first time playing Pink Turtle. I tested on both windows, and linux. I am sorry if my feedback is not going to be well structured, I am not a good writer.

I played until level 20 so I could equip Dragonslayer, the sword from Berserk. I really enjoyed all the easter eggs. I found 4 “Golden Statues” - I love them.

Getting to level 20 was hard in a way that there was not much left to kill, so I ended up getting rid of the pirates.

In future, I would like to see some sort of level/threat indicator above enemies so I have a better idea what I can take on, and what can kill me in one hit.

I am not a big fan of the combat, I know there is blocking, but I didn’t use it. Most fights I would either kill the enemy in one, or two hits, or they would kill me in one hit. I did enjoy gradually getting stronger.

At some point I was able to kill skeletons with one, or two hits, so leveling up became easier.

The Lizardman skeleton was sort of a boss battle for me, or more of a goal. I kept coming back to him to see if I was finally ready to take him down. After I found some combat spell rune, I was able to cast it once, and then kill him in two hits with my melee weapon before he one shot me for the nth time. The reward for killing him was the sword from Berserk, which required 200 STR, so that became my next goal.

By the way, with the little bit of spells I cast, they seem to be broken. As in sometimes after attacking with my melee weapon, the spell would cast itself with no mana. I do not know what makes it happen, just like I do not know what makes me sometimes not able to attack (I would attack once, and then clicking my lmb would do nothing).

Speaking of bugs, clicking on Options menu doesn’t open Options, but instead IT DELETES ALL SAVES! Save deleting by clicking the options button deletes saves in both windows, and linux versions of the game.

Another thing I found was being able to fall off the world in the tutorial part (it’s after you walk down some huge spine bones to get some spells, there is a grass plane under, but you just drop through it).

I completed a bunch of quests, but to my surprise there was no reward. Some completed quests also left entries in the journal, and others disappeared.

I understand you might not want to give gold, or loot for basic fetch quests, but some exp would be good.

Getting gold was never a problem after I started killing skeletons and selling their two handed swords, but finding someone to sell them to became harder, and harder.

There really was not much I wanted to buy off people. I like exploring, so I was able to find all my gear, and buying anything from NPCs was kinda pointless.

So the NPCs don’t give exp for quests, and don’t have anything useful. They bring life to the island, but that’s it. Speaking of NPCs, I noticed the player character is the only female… sausagefest. Oh yeah, the pirate blacksmith had missing textures.

Thank you for letting me kill kobolds, and not goblins, even though they looked like goblins. I was surprised there was no loot for Dryads, but at that point I was killing everything for exp anyway. By the time I was able to kill the big beast near the castle, I already had a better weapon, than the one by the corpse next to him. Killing NPCs gives a lot of loot. if there is a button to quickly take all loot, then I was not aware of it.

I think killing NPCs should allow me to sleep in their beds.

Some way to de-escalate situations would be good. That Druidev guy wanted to fight me just for entering his building. I could easily kill him, but I did not want to, so I ran away, and he chased… a lot.

I did not try out any bows, or crossbows, because all my skill points were going towards str to use dragonslayer. Some way to respec your points would be good, especially for demo days.

I see fire particles on torches around town, but no fire on torches the player carries.

I think the player character looks cute, though her face looks a bit on the long side.

Quicksave would be nice, because I found myself saving a lot. The “New Game” button should probably have some confirmation window. Overwriting saves should have confirmation too, but I bet you know those things.

I don’t know if you don’t have a quickbar on purpose, but I think just something that lets me access my potions without opening the inventory would be nice.

I am happy you have no inventory limit, carrying a lot of items that slow you down, or breakable equipment, because I hate those. Some inventory management would be nice. I would like to be able to pick up loot while having my weapon out, but it’s something I needed to get used to.

Overall it’s a big game, and I spend a lot of time in it. I downloaded it on Sunday, played Windows version on Tuesday, and Linux version on Wednesday. I played it the way I would normally play a game like that, which consisted of a lot of exploration, setting up my own little goals, and eventually killing off pirate NPCs. Overall I enjoyed playing your game. In future Demo Days, I am going to need to check what sort of feedback you are looking for, and concentrate just on those areas.

Thank you very much for playing and spending so much Time in it! I'm glad you enjoyed it!

Spells being broken is a major one on the List, apparently they don't unequip themselves properly when swapping weapons, I hope to have it fixed for next DD. (Same with being unable to deal damage sometimes, or being unable to attack at all)

Opening Options Menu in the Title screen should display a box full of debug Text, nothing more for now. Opening it in the Ingame Systems menu should do nothing, but I have been using it before to test save deletion, maybe I forgot to clean that up, my bad.

If you explore enough, you should be able to find nearly any equippable Item and an abundance of healing Items ( aswell as a bunch of statboosting plants), the Traders are more there to clean up your Inventory and/or if you're too lazy to look around for stuff, you can buy it. I heard/have seen quite a few people bleeding the traders dry of money, so I'll adjust it to them giving you less money for your stuff in next DD. I'll also make sure to look over weapon/levelup balancing again, so there may be more situations where it might make Sense to get something from the traders.

NPC Quests are more or less all part of the main Story, but since that is barely started at the moment, they aren't really all that useful right now. As for Questrewards, they'll give XP when I get around to balancing the XP rewards ( at that point, enemies and NPCs will also give reduced XP, to force you more into quests if you want to level up), but at the moment its just 0 XP for all of them.  Ideally I want the Player to barely hit level 20 by doing all Quests and killing all hostile creatures once they get to the end of the final Dungeon, but for testing purposes everything gives way too much XP atm.

I don't have a real Ownership System in place, so you can't really sleep in NPC beds. I could allow the Player to sleep in every bed, but then it could lead to awkward Situations where the NPCs use the same bed at the same Time. And while it is a great Idea, the Player isn't really supposed to kill NPCs ( I understand that a lot of people right now just murder through the Pirates, as they just stand there doing nothing, without them having proper Dialogue and all), so I'm not planning to add that in right now. I might do it however, if I find people still killing a lot of NPCs once they all have their Story setup done.

Druidev should theoretically warn you to leave his shed before attacking, but  hes just a bit to agressive at the moment. Also theoretically people only chase until you get far enough away, but most creatures have the same speed as you do, and chase almost endlessly.  Maybe I'll also add a Timer so they stop aggroing if they haven't attacked you for a certain time, but I'll have to see how that is affected by you jumping on stuff to get out of reach first.

You can access equipped weapons and spells through 1-0, next DD, it'll show a small text what spell you've just drawn out, so you don't have to memorize it. Other Items like Potions aren't intended to be used during combat, so no quickbar for those. 

I'm thinking about Quicksave/Quickload, quite some People seem to want that, so I might add it in, overriding the last save you've used or something.

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>Opening it in the Ingame Systems menu should do nothing, but I have been using it before to test save deletion, maybe I forgot to clean that up, my bad.

That's definitely what happened. Good thing you know how to fix it.

>I could allow the Player to sleep in every bed, but then it could lead to awkward Situations where the NPCs use the same bed at the same Time.

An island full of men, and only one girl sharing bed with one man each every night... yeah, I don't think that's the type of game you are going for, but of course I would not mind.

>the Player isn't really supposed to kill NPCs

I think in these type of games people eventually just end up murder hoboing everyone. I guess one way you could make players less likely to want to start killing them is if they all had ranged weapons, and the moment you attack one, everyone else in the area would start shooting. Of course some players will enjoy the challenge even more.

>Items like Potions aren't intended to be used during combat, so no quickbar for those.

ok in that case, that makes sense.

Good luck with the development, and see you in the next Demo Day.