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Edit: itch always gives me so much shit when I try to put screenshots in my posts. So I had to move them and screenshot them again. Hopefully you can associate the screenshots with my feedback.


Right off the bat something a touch odd. The game started partially off the screen but it seems to believe it's fullscreen. My monitor setup brings out these issues a lot because I have a normal main monitor and a TV screen as a second monitor. My screen is mirrored between these two resolutions and it makes games freak out in different ways. Going from fullscreen to windowed back to fullscreen fixed it.

You are a real one for the pogo3d shill!


An empty UI prompt is presented to me upon teleporting to the town. Confusing.
All of the windows opened from the bottom HUD do not have "X" buttons to close them at the top right.
I'm getting performance stutters. It freezes momentarily as I walk around. (This stopped being a problem in the mines)

Just now the player character stopped and walked in place until he stopped getting caught on whatever it was he was caught on. (This stopped being a problem in the mines (mostly, it happened once when I paused))

The waypoint says it goes to Town but there's just a mine here?

I can't equip the greatclub until I unequip the shield. That's reasonable, but it would be nice if the game told me that. I think it would be reasonable for the game to just equip the greatclub and unequip the shield


So much light from such a small area!

The loading from mines level 1 to mines level 2 froze the screen for a while. Windows had to step in and turn my mouse to the spinner.

Aaaaaand then hard crash. I had a bow on my left side and the greatclub on my right side. This seemed weird so I tried to drag the greatclub to my left side and the game took a shit and died.

I restarted and I'm ready to go again. The save selection screen confuses me. I think it should just go to the one I select, or just prompt "Start <name>?" y/n

lil bro is stuck in the door and unattackable.

Pathfinding is a bit triggerhappy. If I'm holding down LMB to move and move over ground that isn't reachable, my player character decides to auto-traverse the entire dungeon to get to that cm of ground.

Something about the sound makes everything feel very distant. Like I can't associate the cries of the goblins with them.

There seems to be a bit of a delay between me entering a room and the goblins reacting

Proc gen? May want to massage the algo to not generate weird edges like this. (Edit: I lost the screenshot for this but they were 1 tile wide little weird passages on the edge of the room that looked odd)

I'm enjoying that this is my Goblin Slayer anime simulator.

There was a hood on the ground. I picked it up, and I guess that was more than I could hold in my inv. So I dropped a shortbow. But what's odd is the hood is now not interactable with in my inv. And then it disappeared later!

Sometimes enemy archers can be right beside walls and the walls don't disappear so it's impossible to see them.

When I run out of mana, my spell slot shouldn't turn into an attack, that's just confusing.

Slightly weird: when I choose "Save and quit", it goes from a maximized window (what I like playing in) to a non-maximized window.


Overall I'm very impressed with what you were able to convert from React to Godot. There's a lot of fun orb-like systems here. I'd say give it a layer of polish then introduce some non-goblin enemies! (Maybe there are some, I died a shameful death on level 3 of the mines).

Thanks for playing and giving so much feedback!

You are like the third person to report fullscreen issues and the second one to mention a non standard monitor setup. So thats great input for me to investigate this further, thanks!

How did you manage to get the empty menu? I mean how did you teleport exactly to town? Saw in some footage that someone used the waypoint in town to teleport to town, but it still showed the correct options afterwards, so this confuses me. Speaking of waypoints: it only shows the town initially, because they need to be unlocked. Letting you port from town to town is actually a bug however.

Including an X-to close in all menus is a good point. Seems like i assume everyone to have the same hotkeys in mind as me, but lots are just confused.

The walking on the spot happened to me once or twice in testing too, hoped nobody would encounter this, as its low on my list. But im wrong again lol. Will fix for next DD.

Fuck me, you got those inventory bugs? The two handed scenarios are a pain in the ass. Was trying to fix it up like a week ago, but seemingly theres still tons of bugs in there. 

The proc gen is also a long way from being in a good state. Theres some edge cases that cause a lot of problems, like walls not going transparent correctly or walls being plain invisible when they are not supposed to be. Biggest goal for this DD was to have a rough representation of what it will be, having random stuff and still being traversable in any case.

Oh the screen resizing after quitting is probably due to the settings being loaded and applied at certain points. Seems like i made this a bit hacky (it was one of the last additions in this version) and i might to put an "Apply" button in there to give the user better control. 

Thanks again, thats a thorough review with lots of useful info!

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How did you manage to get the empty menu? I mean how did you teleport exactly to town? Saw in some footage that someone used the waypoint in town to teleport to town, but it still showed the correct options afterwards, so this confuses me.

It must have been teleporting to town from town. I walked up and assumed I wasnt yet in town.