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(+1)

Character selection doesn't show Stats until you created the Character. Also are there Plans for more customization in that Area later on ? Visual and/or Statwise?

MonsterQuest Dialog has none, just plays a snipped of the Introduction Blacksmith Dialogue. Also Your Translation doesn't seem to work, most of it is still in English.

Diagonal Movement still feels a lot faster, and it still feels like it has a bit of a lag before starting any Movement. Is your Pathfinding slow maybe?

In the Caves it also felt a bit broken. I can't abandon and restart movement while I'm already moving, and I can click into nothingness, which has a long calculation Time before the Character moves somewhere. And sometimes Movement just stops working for a long while. After playing around with it, it seems the Movement Inputs are not read from around the Character, but from a Point 5-6 Squares below the Character.  Reloading didn't fix this, and this makes the winding Caves pretty much unplayable.  It works fine when I click on Actors like the Doorway or the Smith however.

The loading Screens make this feel a lot more polished already, altho they do need a bit of work I think. Mainly the loading... text in the middle feels off.

The UI at the Bottom feels like its outside of the actual Gamewindow, with the big Grey and black Boxes at the Sides and Top, not like it actually belongs to the Game. All the Subwindows also feel empty and unfinished, but they probably are at the Moment. 

Tiles still seem like they're to wide for how high they are, and for how wide the Characters are. Tileset Graphics could also do a rework. 

Arrows don't rotate fully towards the target but only in increments, and then fly in a jagged tile-based Line towards their targetpoint which feels super odd. I get that it makes Sense if you're having tilebased movement, but at least visually it should look like a straight line I think.

Overall this feels a lot more comfy then the last Time tho. With these oldschool highly detailed or prerendered Sprites and clustered Maps, some animated Tiles like blinking Eyes in the Caves entrance, or a glowing furnace for the Smith, and some nice background Music and UI, this could really feel like a relaxing Browsergame to put lots of Time into.

Thanks for another essay!

Important things first: Can you tell me more on how you got to the point where the inputs where calculated from multiple squares below your position? This happened to me once when i was testing in Firefox and found that the zoom function was broken. It would only zoom for calculations but not for rendering, hence the coordinates were off. I disabled zooming for FF because of this and am now curious on how you managed to break it. 

The lag between inputs and their actions shouldn't be too long. What might make it seem longer is the fact that i barely have any action interrupts in apart from getting staggered. Issuing multiple attacks creates a little queue that also feels bad at times.

Dialogue wise i just have to admit i was too lazy to translate and polish it. If anything else was correctly in german, then it's not a big deal at this point. For the blacksmith i wasn't really creative on quest dialogue for this thing, so i left it blank. As a fallback it was just playing a few miliseconds of his introduction. Apologies for this uncomplete mess.


Now to the plans: Yes i would like to experiment with more customization. There is still a hard limit on what i can do (deviating strongly from the base sprite silhouettes is a big nono), but masking specific parts and replace them with a player chosen color, that's a thing i will try soon.

 The portraits i also want to incorporate more, so when you customize your dude and you never see those things again because of your equipment, you can at least see that nice portrait in multiple situations.  For that i will also add more portrait backgrounds for each environment you are in. This is another reason to rework dialogues completely and have some more NPCs later on with their own portraits.

Depending on the performance of customizable colors on the player sprite, this might open up the possibility of better enemy recolors: Instead of completely hue rotating a goblin, only their skin color or their rags could be changed (and maybe make way for multiple clans of goblins? who knows). Possibly going further with this, would be some sort of color cycling for easy tile animation like flowing grass or ripples in the water.

Other than that, the grid movement will probably go away. In a lot of cases this grid brings more pain than it helps.

I think it happened when I entered the Caves, but it also happend when I reloaded the Page afterwards, so might not be that. Sorry, but I don't fully recall. If it helps, I'm on Chrome for this.

Lag might come from not being able to interrupt stuff, i.e. if I attack while between Tiles, I have to finish moving first. Also might be impacted by me not realizing the Controls where off.