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(+1)

So, I started the game, got out of the room, found an axe and killed all enemies I saw. Then I tried to go to the next location, but couldn't break the door. And while the icons and the UI look really good and professionally made, other parts of the game(the combat, enemy AI, etc.) are very early in development or completely absent, so my biggest suggestion would be to focus on those parts first, and then work on the icons and skill trees. Also, if I was gonna do an RPG with multiclassing, I'd probably have one big tree for all classes instead of multiple separate ones, with every class being represented by one major branch, and sometimes the branches could connect, so that if you had a skill that's thematically similar to multiple classes, it could be obtained from all of their branches.

Other than that I found that having to hold RMB to rotate the camera was strange.

Oh, and I also found a bug:

When you try to equip a skill, and you start dragging it, it will sometimes "detach" from the mouse and drop somewhere in the middle of the screen, and there's no way to start dragging it again or to reset it.

Thank you for trying my demo! There is no next area unfortunately and it is for sure early and my first project so I'm learning a lot. The art is just stuff from the unity store as I am no artist, so I merely use them instead of having nothing in their place. I do need to focus on the core gameplay loop but I personally am more interested in the talent/class part so that's what I'm motivated to work on. I actually am a huge fan of path of exile and FFX's large tree but I wanted to go for a more separate style like borderlands and world of warcraft, it might be more work but it's what I wanted to do. I've heard similar feedback about the camera, and I am looking into changing it but it's pretty much a copy of world of warcrafts camera system. I will try to replicate the bug and fix it, thank you for finding it.