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Thanks for the lengthy review! Unfortunately, you found a lot of bugs, which means more work for me.

As you guessed, its a starting point, theres lots of things that just barely work, but are nowhere near efficient or polished enough. The animations for example are a WIP on multiple actions, walking included (it was like the third walking cycle i tried, the "sliding" on one foot annoyed me at first, but i postponed redoing it again) and funnily enough, nobody said anything about the weirdly bent knees the player has when idling. This stance wasnt in blender, but since importing to Godot its there, i dont know why but im thinking i keep it because it grew on me lol

Since you tried the testing build, i assume you got no light flickering in the dungeons? That was by far the ugliest bug in the first build, im glad if its fixed now. Im also glad you like the missing hit-chance mechanic. Thats something i never liked about the original Diablo or even Morrowind. If your dude is weak, he should hit like a noodle, not miss like a drunk.

You are also completely right about the poise meter, its an indicator on when you get staggered (which was another mechanic that was too random in older games imho). Right now each damage point taken, ticks down both hp and poise, poise restoring to 100% when depleted though. But balancing is nowhere to be seen at the moment anyways, so the greatclub and fireball spell are just to test really and some already encountered bugs with those, so mission accomplished.

Funny you think the shooting should be slower, someone else said it should be faster. I'll keep it as is for now, once i add more enemies and possibly some companions to the game, the combat balancing will change drastically anyways.

The palisades are supposed to keep things outside actually. It doesnt look like it, but the starting area will be some kind of town later on, with a few buildings and NPCs. Didn't have to time to properly make a dialogue system and to model all the stuff, so thats why its so empty. The pathfinding stuff for the torches/trees is a good catch, but i dont think its important in that area, so it will stay that way for now (i need prettier trees first anyway). 

Now the technical issues you found are a higher priority, especially the loading times. Seems like Godot clogs up something while constructing a level, which even led to a crash for at least one person. Outlines should be easy to fix, but then again i thought the same of the loot sparkles and here we are, still bugged in multiple ways. The hold mouse down to move thing briefly confused me, because i thought its working, but it only registers if you move the mouse a little. So on the list it goes...


Thanks again for giving so much feedback, really appreciate it!