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-No options in the main menu
-Pressing ESC boots you out without even giving a prompt that the progress will be lost/saved (it's lost)


-The generation speed has NO business being this long, especially since 10km² world seems to be the "intended" way, seeing how you put disclaimer for 2km² being "cuter but weirder". The sheer audacity to liken it to minecraft world generation that takes a 1/50th of that is mind-boggling

-Why do you need 100x100km? What practical purpose would it serve aside from bragging rights of having a massive dead world?
-Why is minimal age 15 and max is 55? It doesn't add anything but flavor, but why?
-Absolutely zero skill/stats tooltips
-Casting lightning spell in the water resulted in my character spazzing out and rotating around his axis -Casting lightning damages the character
-Spawned small items keep falling through the textures, especially if you're on an incline
-Equipping stone great sword crashes the game. Cool (HOW?)
-Why can your stamina go into negative numbers?
-Why can you only attack 4 times before running out of stamina on level 1?
-Age, weight and height don't seem to have any gameplay impact. Even when spawning as an average character, you have to crouch to pick up anything that fell on the ground. Sometimes even go prone for some reason if the item is too small.
-Enemy AI is absolutely braindead and doesn't know how to go around a chest.
-They also like walking into a wall
-What is this dodge. Why does the dodge exist?
-Enemy vision also seems to be extremely scuffed
-Tuning difficulty based on how far you are from the starting point is a horrible idea -
Can't die
-Remove digging and building, it serves no purpose and doing this horizontally doesn't dig as much as it drags the textures that's in front of you down. This isn't Wurm Online
-Can't go back to normal after you press the ragdoll button. This isn't even ragdoll, it's 3rd person view -Oh apparently you press "H", even though it just says "camera"
-Spawning NPC only spawns then in one specific place on the map. Why?
-Getting attacked interrupts your charged attack, but you still lose stamina
-What is "Last Seen", how does it work (it doesn't) and why is it almost like a physical object? 
-Some dungeons are straight up not accessible because they have entrance hidden under the textures. Others have only a thin strip of door pixels sticking out so you have to go prone just to enter. How could you make a mistake like this?
-Why is there an equipment break mechanic, but no equipment repair?
-I fell a couple inches down the stairs and broke my stone vambraces? How? HOW?
-Everything about combat feels slow, sluggish. Being able to knock an enemy on its ass is great, I suppose. I would add more but I really couldn't stomach it

-I see you trying to harp on soulslike logos, don't think I didn't notice
-What the fuck are those random white pillars?
-World generation is weird - moving too quick will cause some parts of it to disappear, reappearing only once you're close the the ground
-Every dungeon looks almost identical on the outside
-Everything feels randomized, not in a good way. You get a random desert in the middle of ice peaks, you get nonsensical lakes and sea -Godot 3D graphics make me cr

-Main menu music doesn't loop, there's a 3-4 sec of silence before it starts again
-It's so loud
-It's just morrowind OST
-Swinging/pulling out your weapons turns on battle music?

This is not a playable game. This isn't even a prototype. It's a debug console attached to a random world/item generator. In terms of game feel it's soulless morrowind with late 90s graphics. Reign in your ambitions, Anon. You are selling a King's Field clone for 10$ and your sequel tries to be a randomly generated Morrowind. It's fucking RAW and the fact that it is a 19th demo worries me.

Please downsize a bit and instead try to expand your previous idea on a grander scale rather than creating a dead world filled with braindead NPCs. Make 2km² world a default, hell, make it even smaller. Make a couple of towns with a few dungeons, create at least a basic game loop to figure out what you want to do. Sorry for saying this, but this just feels horrible to play, I'm not going to sugarcoat it for someone who has a game on steam already

Yeah, well, it really isn't an actual finished prototype, it's mostly very early in-dev builds, with a ton of really crucial stuff missing or not polished at all... That's why I decided to pull it from Demo Days because while most of the complaints are valid, they are about stuff that will be added or improved later on.

Thanks for sharing your thoughts anyway, but I'll come back once the game can actually use general criticism, as for now it really does suck, but it really isn't even close to being finished.

(+1)

Understandable, hope you don't get disheartened, I'm just writing these things down in the doc as I run the submission then slightly update them before posting, so it can come out harsher than it is.

I still think making a smaller world, putting some restrictions on random generation, increasing the variables (like dungeons having more than what, 3 types of rooms) and figuring how to make it work is key for now. 

Keep it up

I see, thanks for caring!

Unfortunately, content is the last thing that's gonna be added (right after balancing, polishing and finalizing the mechanics), so the game will keep feeling barebones for a good while. But rest assured I know too well the trappings of large empty open worlds, doubly so if they're procgen. So I'll be sure to fill it with interesting stuff all around.

Consider also that I'll be adding fast-travelling (at a cost), mounts, and all sorts of magic things to help with travel.