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Multiplayer Browser Based Orblike? Could be Fun, depending on how you do your Multiplayer. If its Coop-story, Coop dungeon Crawl, or something else.

After exiting Options for the first Time, the Buttons had no Text for some while. You also really need a Background for the Main Menu I think. 

It feels like the Cursor changes too slowly when hovering over NPCs, but maybe thats just because of the big Hitboxes on them or something.  Changing movement direction lags. It requires me to walk fully onto the next Tile before applying it I assume.  Diagonal movement is faster then Horizontal/Vertical one. To the Point where its faster to move downwards in Zig-Zag then straight. If it wasn't for the Lag on the movement commands making it nearly impossible to do.

I'm hoping your Items like kindling Sword of something are randomly generated. Nice that it changes Visuals on the Equipment. Not nice that it only does so on a few Frames. Also nice Voicelines. Don't sound intense enough tho I think. If that makes Sense for not being able to equip a Sword on your Head or something.

You only cast Spells after having completey your entire movement Command? Together with Melee feeling unresponsive, and sometimes hitting Enemies you didn't target, but that were in front of you, and the unresponsive tile-locked movement, it feels pretty laggy and bad to Play at this Point. 

On the Tilesize, it seems your Tiles are around 2mx2m big, assuming the Player is roughly 1.8-2m high aswell. This means if I click somewhere close I don't move at all, but if I click ~1m away, which is the size of one of your visual Flowerfields or one of the Cliff edges i.e. it immediately moves me 2m far over. I'd expect a 1mx1m size on this.

The visible Map should also be the entirety of the Screen, not with such a big black Border around it.

And if you want to have Fog of War in Caves, either make it only hide Enemies, or at least have the Terrain you already explored be visible as a greyed out or darker version or something.  

Magic Shield looks nice tho.

No word about performance/stability issues? Great success!

About the bigger things here: The lag between inputs/movements is a structural issue that i bought into when i decided to mimic the Diablo 1 tile system. For now it was a very basic system that ensured no double occupation of a tile (for simplicity reasons) and no conflicts in managing animations/actions. It is indeed far from good though and probably a big reason why combat feels less fluid than it should be. Hitting someone else than you clicked is an example of a known (big) bug thats probably related to fireballs exploding but not dealing damage. These things are all higher up on the todo list.

Speaking of tiles/movement, tiles are made up of 4 smaller sprites and are 64x32 pixels big in total. A patch of flowers is a quarter of that and thus not a good measurement. Try the patches of dirt, those represent full tiles next to the grass. Because of that halved y-axis, movement on that axis covers less visual ground. Diagonal movement covers the most ground in that regard and seems the fastest because of that. I will look into it nonetheless, as i may have fooled myself and it needs revision anyways as part of the whole movement topic.

I remember someone giving me feedback last time, that on larger screens the scene caused performance issues, so i set a limit. Those black borders are a result of this. At the same time this was the first attempt at bringing "some" responsiveness for multiple screen sizes, which kinda failed in other regards. 

Fog of war and lighting is still an unresolved issue from last time. Also i didnt touch the minimap since, which is still very far from good. 

Thx for your feedback and thoughts

I mean, it felt laggy, but not in a FPSDrops or ConnectionProblems kind of Way, but unresponsive, so I attributed it to the Tiles and general unresponsiveness of the Systems, not to actual Performance Problems.