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(1 edit)

I maintain an opinion from the last time I played this that the game is at its best in combat. Whenever you're fighting enemies, you're having a lot of fun. Whenever you're doing anything else, you're most likely not. 

While starting the game proper with a fist is nice, you should give players a better weapon during the tutorial, because a bad weapon might make for an bad (and inaccurate) first impression that turns them away. 

It would be nice to know how much XP one stands to lose by dying at any given time. Maybe have it be a cash-in at the tent rather than an outstanding count, because it is not clear in the HUD how much you've earned since your last visit.

The UI has lots of unintuitive jank in general but I'm sure you already know that.

The land-to-enemy ratio is too high. Traversal is slow to begin with, and that's especially aggravated by the fact that running slashes your SP cap. Maybe disable that penalty while you have no aggro from any enemies? Movement speed is too slow in general. I know you're supposed to increase it with stats but this is just DS2 ADP syndrome where that decision makes the game so so much worse.

I got to the dungeon again where I saw those water pipes, and that's not a mechanic I ever want to play with again.

Hey thanks for playing.

That might be just a preference thing. I've seen plenty of people avoid combat, and at least personally I enjoy a focus on exploration, though the art of the game isn't nearly good enough to really justify that yet.

Hmmm, not the worst idea. I've thought of having the tutorial starting on the ship as it's getting dragged under the sea, so I could probably do something with a weapon there. That'd be far in the future though.

I hadn't thought of that. I'm not even totally sure I'll keep the save revert on death. I'll have to think about a way of doing that which makes sense, if I do.

Yeah. Was there anything that stood out to you specifically with the UI jank?

I could probably increase the initial movement speed at least if it really is too slow. Not too keen on getting rid of the SP loss from running though since hunger is supposed to be a real impediment in the game.

Is there something specific you don't like about the water pipes?

I like exploration in games, but between the low speed and emptiness of the world it's not fun at the moment.

It would be easier to list the things the UI does right than the ones it does wrong. It feels like you've been improvising it any way that works as you add and prototype each feature. It could use a total, cohesive redesign at some point.

From what I experienced with the old demo, the water pipes are padding. It seems they were added due to a need to have puzzles in a dungeon, but at that they are about as good as pushing square pegs into square holes, only the holes are all the way around on the other side of the planet. Disregarding the water mechanics themselves for a moment and thinking about what the pipes are adding to them, they are just excuses to make the player pace back and forth and back again through the dungeon flipping switches, which is aggravated by the slow navigation.

Gotcha. It's sounding like I should start shifting gears to making the presentation of the game far more palatable, instead of focusing on mechanics. I'll do my best to take what I've learned from people playing this dungeon to make far better ones that'll make it into the final game.