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(+1)

I've played for about 2 hours, mostly jumping around and looking for places to go where I shouldn't. It was a pretty fun experience and you should have a bit more confidence in your own skills.

  • Combat is basic but functional. Spamming attack seems to work best for me. Some more variety in attack types and dodging would help a lot.
  • Jumping felt nice. Having platforming challenges as an extra could be fun.
  • Starting dungeon is nicely designed. Enemies where easy to deal with but still felt dangerous with their amount of damage. I feel like level/environment design is where your talent shines.
  • Sound design and music are nice. Though sometimes footsteps sound starts playing before the previous one ended
  • It's really difficult to tell what monsters are powerful and which are not. You also seem to be having trouble with scaling enemy difficulty. In the forest there is a cave with a few maggots in front and inside it, so I thought it was an easy dungeon but when I went further inside a scorpion or something removed 90% of my hp in one hit.
  • Some pirates didn't have any dialog
  • The saw weapon didn't have a description
  • Talking to the pirate captain let's you say that you and Trawiz found a way of the Island before having ever met Trawiz. Afterwards you can also say that the ship is repaired even though I didn't do anything with the ship.
  • There are no consequences for stealing. Only the guy you stole from comes after you and as soon as you lose aggro everything goes back to normal.
  • When asking the camp guards where the farm is, he is the one saying thanks instead of the main character.
  • I was able to enter the camp by going through the farm before finishing the quest shift gave me. After entering once the guards don't seem to stop you anymore.
  • When joining the mercernaries you get the quest of helping Shift out. I am not sure if that is the same quest as you got to be able to enter the camp or a different one.
  • The torch fire seems to be bugged. Sometimes the flame is visible other times it isn't. It would also be nice to be able to douse the flame and put the torch back into your backpack. 
  • When going to bed you keep the lit torch in your hand which looks weird.
  • Tooltips on the stats would be nice to be able to tell what they do.

That's everything that I have for now. Like I said in the thread I will do a full playthrough later just to make you feel bad.

Thank you very much for playing. I know I don't have a lot of self confidence, sorry.

I'll look into footsteps playing too soon, missing pirate dialogue, saw description, pirate captain breaking progression, and all the torch parts, those are definetly bugs. Campguard saying thanks also is a bug, thank you for catching.

I didn't want to have too major consequences for stealing, in case somebody accidentally stole from trawiz or something, so it'll probably stay the way it is right now. I'll keep it in mind for future Games tho, if I ever add stealing again. (without it being a game about stealing ofcourse)

Entering the camp through the farms is a possible way, theres extra triggers there to let the guards assume you belong to the camp. I'm surprised noone else seemed to have found that way before, but if its that unintuitive and feels like a bug, I'll think about blocking that path of by a dialogue trigger from Shift or something. (You could then still technically just kill shift to get in, same way its with the guards right now)

The quest to help shift out is the same as the one to enter the city through him. People in general seem to be confused about that one, should I maybe just remove that option from entry, and only have it as a quest later on? Your only options would then be moving through the farms, bribing the guards, killing the guards at the front or back, or climbing the robot.

Stats just get added to the weapons damage in a 1:1 ratio if its one of the kind. So big chunky ones and crossbows add your strength, daggers and bows your focus, and all magic + staffs your mysticism. I should maybe put a small line in the weapons info box what type of weapon it is tho.

The Hive is one of the 3 Endgame dungeons, I'll see if I can make it a bit more clear from the outside that its dangerous. Maybe put some of the warriors out there aswell, instead of only maggots.

Thank you very much for playing!

(+1)

I've gotten to the end in just over 2 hours. Mostly by rushing through it. The only thing I think that I didn't complete were the forest temple and the owl demon. I skipped the owl demon because I had a pure strength build without any ranged attacks and waiting for it to swoop down was too taxing on my patience. I've also found some more bugs.

  • When climbing the robot to bypass the gate guards (a great use of that platforming I mentioned previously btw), a guard called Denzel calls out to come to him. When you reach him there is only test dialogue for a quest that you can immediatly finish. Went from level 2 to 5 and gained some good armor from this.
  • I was able to just walk to Trawiz without being stopped. When I got there I could tell him about the key an unlimited amount of times gaining 1000 exp each time. Furthermore there is the same bug as with the pirate captain. I can tell him that I had gotten into the tower and that the pirates are willing to let us go with them. I also got the second key from this allowing me to finish the game.
  • In the farm there is a wine giving quest. The villagers have a missing string table entry error.
  • There doesn't appear to be a way to tell which quests are completed and which not. Also the status of the quests is difficult to tell.
  • After climbing the robot I think I got the quest to talk to shift from the mercenary leader but it doesn't appear in my log and Shift just tells me to go away. After finding the missing guy, Shift does say something about telling the guards to let me pass.
  • The summon fairy is nice, but having it in the middle of the screen is annoying.
  • It's possible to sell quest items like the proof of ownership and the special orders because their price is set to 5.
  • I can't seem to give the special orders to the mercenary leader.
  • Sometimes enemy weapons don't show up, but they still perform the animations and drop their weapons upon death. So far I have seen the kobolds and skeletons with two-handers do this.

There is also a good point to praise you with. The light in caves only lights up the ground, so I almost walked off of a cliff in the hive. More games should do that because it forces me to be more careful  which is good for the immersion.

Thank you very very much for playing for so long!

The owl being annoying without ranged weapons is alright, you can technically use magic scrolls without requirements, but I understand thats not really a solution with them being so limited. Crossbows have a rather high strength low dex requirement, I think about removing their dex requirement to have a ranged option for full strength builds.

All the Dialogue issues will be adressed ofcourse, those shouldn't be happening. Were the Wine quest farmers the only ones with a missing string table entry?

Technically you have a journal with queststates in it, but its a really crude implementation and doesn't describe very well what your current state is either. Sorry for that.

I'll see about having the fairy follow your right/left side instead of dead center, thank you for the suggestion.

I'll also up the price of the proof of ownership and special orders a bit, but its intended to be sellable, since its basically just pieces of paper, unlike the rare hive/owl hearts.

Did you encounter missing enemy weapons only on enemies, or also on NPCs sometimes, maybe after loading a game? 

Again, thank you very much for playing.