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(+1)

I like how this is shaping up. 

  • The art style of the characters and enemies is great. The world tiles could use a little more love I think. 
  • First time I went into the mines, there was nowhere to go, just a small enclosed room. Reloaded the game and then I was able to go onward.
  • Killing goblins has a nice satisfying feeling to it, especially with the death anim and blood and all that. 
  • Wish the character walk speed was higher. It's been pointed out that the diagonal is faster, remember to use your Pythagorean theorem. But the diagonal speed feels a lot better that the orthogonal speed.
  • I think you should be able to hold the mouse down and move that way instead of clicking over and over. Thats how I always did it in Diablo.
  • The camera movement has some cruft that makes things look a bit jarring/laggy. Doesn't seem like actual lag to me, just simulated lag. 
  • More visual and audio effects around combat would be good. That would make it clearer when you have been hit, and when the enemy has been hit. Swords swiping, hitting into flesh, etc... The goblin death sounds are fun but I think you can take it a lot further.
  • A little more generosity with dropping stuff might be good. I just got through the second level and so far nothing at all has dropped, and no treasure chests either. 

I haven't tried out the multiplayer yet, that seems fun. Overall, very nice work. I was starting to get into the orbgroove. The jittering camera and the lack of loot were the main things that could be improved. Keep it up brother.

(+1)

Thanks for the feedback!

Oh man im sorry, i should remove the multiplayer button for now instead of just greying out the font. Currently i have no server for some mp action and i was also focussed on other systems. Last time i tested it, there were quite a few problems for syncing multiple players, so this whole part is on hold for now.

Regarding that jitter, its worse than you think: 

The hitboxes for hover/click events jitters even more than the rendering, good thing the player wont see that. Since movement in general seems to be a common theme among the bigger issues at the moment, i will also put the jitter in that category when looking at how to fix and improve things.

Im still waiting for more audio stuff myself. My brother made all these, but its nice to hear that you like the squealing of my nephew (not even a year old and hes a voice actor!). Similar story with all sprite business, im still missing a ton on that front because of time constraints. Tile details will become more later on, the flowers and the little stones in the mines were just a test for now. Im also planning on giving walls the same kind of love once i figure out how to do them properly in all contexts.

DD 49 will be the day of plentiful loot and more fluidity!