Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

I played this for a while as a mage. I enjoyed it enough to play it for more than an hour. The following are just my opinions and I'm not an experienced gamer or game developer so take them with a grain of salt.

Well, a few things are: the ui needs some work (especially the skills menu is confusing) and the style doesn't really fit the fantasy theme, although I assume you're aware of that. I'd like to be able to carry more weight (or at least make the potions lighter. 20 potions for health, 20 for mana occupy 80% of space and I don't think that's such an outrageous amount to carry) and the spells need some variety imo. I'm not a great fan of the skyrim approach to elemental spells being separate but essentially all the same except for some minor side-effect. How about this: you get one active "energy orb" skill that you can combine with elemental support skills like "poison", "fire", "cold". Or just make the projectiles different enough for a separation to make sense (like for lightning)

But that's not the main problem: your spell system and interface is confusing as hell. While playing I did not realize that it was extremely stupid to level up my lightning bolt skill as I could achieve the same effect buying the passive lightning mastery skill with the same effect which however does not drain additional mana at cast. You see, in 99% of video games "level up" means "gets better", here I'd argue it gets worse. In my playthrough I found that using anything over lvl 2-3 was just not cost efficient, as a big chunk of damage was due to INT anyway and the added value had a big spread (1:3) making it feel unreliable. Gambling a third of your mana when taking a shot isn't wise. Also I did not realize projectile skills were both active and support at the same time. I did read the explanation in the menu, it just did not clear that up for me... And right now I'm combining a 2 mana bolt with a 2 mana "chain shot" support and the resulting cost is 6 mana+1 stamina. How? Why? Another thing is the way you present the classes is a bit disorienting to me. I would've been less confused by having a central menu showing all the classes and then each class leading back to that screen. You also have an "inquisitor" tab with no skills. You should've changed that tab's name to "Nodev". Get it? Nodevs... have no skills! haha...

Coins are a bit difficult to pick up. Sometimes I click them and they don't get picked up. I don't know maybe it's just the hitbox being a little too small or something. In titan quest there's a key shortcut for picking up all the stuff that you obviously want such as gold and potions. You could do that, or maybe make the gold get picked up automatically within some moderately large range to speed up the process. 

I've found that running in a circle around an enemy confuses him so much he doesn't do anything but spin around, he doesn't shoot or move. It doesn't affect gameplay since I need to stop to cast, but it's just a little silly I guess. (I had 10%+ movespeed btw).

Enemies sometimes miss when casting the clouds of poison smoke. They cast it behind me occasionally. Just letting you know if this is not intentional. Also it doesn't really make sense to give enemies spells with multiple shots since I'm just one player anyway, but I guess that's really a nitpick.

Overall I still enjoyed it to some extent. I'm looking forward to playing this in feature demo days.

(1 edit)

> I played this for a while as a mage. I enjoyed it enough to play it for more than an hour.
Nice.

ui needs some work (especially the skills menu is confusing) and the style doesn't really fit the fantasy theme
UI is intentional, I don't want it to take to much attention off your character and what's happening around it. My levels look like pool tables, nothing fits atm haha

> I'd like to be able to carry more weight

Nah, just take stacks off an item and drop it on the ground, no inventory tetris but we still have inventory management.

> spells need some variety
let me cook

"energy orb" skill that you can combine with elemental support skills like "poison", "fire", "cold"
I didn't like that idea for spells, but I have that for Physical(Melee/Range) Skills. You can find those in the Arbiter skill branch converts Melee/Range to Elemental.

make the projectiles different enough for a separation to make sense (like for lightning)
Visual variety, noted.

> Flat vs Multiplier Values
They compliment each other, if you don't have a good balance in both you're gonna have a long time with stronger levels.
Attributes gives flat and multiplier values. It also behaves in increasing returns that's why it's effective with high values. 

combining a 2 mana bolt with a 2 mana "chain shot" support and the resulting cost is 6 mana+1 stamina. How? Why?

(base skill base cost + base skill cost per level + support skill cost per level) * (projectile count * (1+ pierce + chain))
+ support cost (1 mana per physical skill & 1 stamina per spell skill as support skill)
+ 1 stamina * additional projectile
=
(Lightning Bolt base cost + Lightning Bolt cost per level + Chain Shot cost per level) * (projectile count * (1 + pierce + chain))
+ support cost + additional projectile cost
=
(1mp + 1mp + 0) * (1 * (1+ 0 + 2) + 1sp + 0sp
=
2mp * 3 + 1sp
=
6mp + 1sp

note: in the first line of the formula [pierce + chain] multiplier only applies to mana
note: [Piercing Shot & Chain Shot] don't have base or cost per level, but when used as a base will default to 1mp cost per pierce/chain

confused by having a central menu showing all the classes and then each class leading back to that screen. You also have an "inquisitor" tab with no skills
I wanted to have the secondary classes hidden/lock until some prerequisites are fulfilled, but I skipped that and just made it so you have to dig a little in the menu. Inquisitor is WIP.

Coins are a bit difficult to pick up. Sometimes I click them and they don't get picked up.
Loot does have a larger hit box. Clicking on the loot's hitbox should select it but that is not the case, game wants you to click on the non-transparent part of the sprite, this is a bug, and I'm working on it.
We have Auto Loot, you can find it at the bottom of the inventory menu.

running in a circle around an enemy confuses him so much he doesn't do anything but spin around, he doesn't shoot or move
You and enemies use the same system. The enemy has less speed than you affecting it's 'turn rate'.
And a character can perform an action it has to face it's target with a 12 degrees angle allowance.

Enemies sometimes miss when casting the clouds of poison smoke
The actual hitbox large but visual is just larger, it is intentional.

it doesn't really make sense to give enemies spells with multiple shots since I'm just one player anyway
So when you try to dodge the other might have a chance hitting you.
Enemy skill variety.
Players might also get curious if it's possible for them to use those since players and mobs use the same systems (except for inputs)

Thanks for trying out my WIP game!

(+1)

That was a detailed and thoughtful reply, thanks. I see many of the things I mentioned are just things you are working on. Having a tight inventory is fair at the end of the day, I should've used the stash to store excess potions. Also I wish I found auto-loot, it's really convenient. An idea regarding that; maybe auto-loot potions only of the same level or above to what the player is carrying? Or have a tunable option of some sort. At a certain point I've stopped collecting/using potions that aren't grand. Thing is I've played a bit more since leaving the review and I did use the leveled up spells, since that was the only way left to get higher damage. I ended up investing most of my skill points in in extra mana and mana regen to be able to handle that. Chaining and multiple projectiles are very nice. I can permastun and melt any enemy group now, regardless of size. In the end I leveled to max and have 7 stacks of cash. Here's a brief video showing my situation:

https://files.catbox.moe/i50wdh.webm

Also now that I read the explanation, the mp/sp cost of spells makes sense. A little bit of unintuitiveness is inevitable; people will mess around and find what works, or else browse some wiki for minmaxing like for any other game. So yeah, looking forward to seeing further development!

> That was a detailed and thoughtful reply, thanks. I see many of the things I mentioned are just things you are working on.
Yeah, I'm creeping my way trying to make systems feel/seem right and then maybe make it look right sooner or later.

> auto-loot options for potions
There are four options. You can rotate through these options by repeatedly clicking on the Auto-Loot button for potions.

OPTIONEFFECT
Offturn off auto-loot
Allpick every potion off the ground
Hotbarpick potions present on the hotbar (even with zero stack)
Inventory pick potions present in the inventory + hotbar option

https://files.catbox.moe/i50wdh.webm
Very nice.

> Also now that I read the explanation, the mp/sp cost of spells makes sense
You can support a base skill with as many skills as you can (with compatible ones though), and the only hinder is resource cost

> A little bit of unintuitiveness is inevitable; people will mess around and find what works
Yes, I believe part of the fun is figuring things out :D

Thank you for the feedback!