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(1 edit) (+1)

it is awe inspiring how quickly you were able to get the game to this level after switching engines, excellent work! i had a blast blasting gobbos with my bow (and fist!)

the atmosphere is already on point. most notable for me was the chest opening sounds, the slow creek with the sound echoing across the red caves. very nice.

there were a couple of issues i had , which i thought were worth mentioning:

performance when the game loaded and for 2-5mins after was sort of wonky. sometimes everything worked, sometimes it would pause for 1 second. usually happened the first time a specific action was executed. cast fireball -> 1 second delay. cast it a second time, no issue.

there would be a screen-wide light flicker every now and then. probably tied to lights being culled or turned on someplace. 

enemies had a long "react time" to me. i'd walk into a room, and they take a bit to activate.

otherwise, all was smooth.

the mapgen is surprisingly decent. the main thing i look for (which tok lacks!!) is interconnectivity - can you circle back to the start room only going forward? in your game, yes! that's a great sign. keep it up.

the little touches (animation to pick up, to drink, burp sfx) are all charming.

unsure if there is a next level, but i made it this far before stopping for now. we'll see if save+quit did it's job

great stuff! eager to see more.

Thanks for the feedback, dear osur!

The stutter on the fireball thing is a Godot problem i think. At least i read early on that these things are known to happen when stuff using shaders are used for the first time. Need to investigate and fix it.

Does the screen wide flicker happen when turning on the automap by any chance? When implementing it, i noticed this happen when using it for the first time. Tried to fix it by having it "visible" when entering a scene, but turning it off immediately (the player wouldn't see it due to the loading screen).

The reaction time is still a relic from performance tests i guess, i was giving each goblin a random timer upon visibility to when they would start their AI in order to stagger the calls. I will look into making it smoother without paying in performance!


Yes there is a second level!  It's mostly the same, but with blue fog and possibly some bigger, more yellow goblins that hit harder and take more damage. There is also like 2  more items that can drop there, but no game changing stuff.

Did you notice the character button next to the potions turn red on level up, or is it not obvious enough? Of course i will need to add a ding sound to leveling up, but i was thinking i could avoid the classic "Level Up" button popping up and reuse UI elements i already had. If nobody sees it i might to rethink this though.

Very happy to not hear of any crashes!

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>stuff using shaders are used for the first time

pool your fireballs! it will most likely resolve this

>Does the screen wide flicker happen when turning on the automap by any chance? 

yes, but that's something else. the light flicker does seem like a "light source" object messing up. i couldn't catch it or manually replicate it, though

for the AI - you can always invoke movement when they become visible (meaning the player is in their action radius).


>Did you notice the character button next to the potions turn red on level up, or is it not obvious enough? 

i did not. this is something incredibly hard to get right - i didn't even find a solution for TOK - nobody notices when you levelup or get new combat arts. truly vile.

related to this - i forgot to mention that it's very strange that your EXP bar is top left, instead of being near the rest of your UI. 

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Finally saw the light flickering with my own eyes thanks to HurriCreates stream. So i noticed it happened in the dungeon, but not in the starting area. Can you confirm this? Possible cause could be the world environment for the mines having both fog and volumetric fog. The town only has the fog, so maybe theres some fighting between the two.

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can confirm it only ever happened to me while moving + while in the dungeon. it doesnt happen if you stand still (at least not to me) and never in town (but i didn't spend that much time in there.