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(+1)

Head down the mines for some ultraviolence against the goblin menace with your boys (and girls)? Sounds like a great time!

I don't think you've worked that long on this version if I remember correctly, you've gotten a lot in there already. You probably know about most of the things I'm about to say already. Windows Defender starts crying when launching the game, should at least zip the EXE file. 

The dialogue options are numberer but you can't use the number keys to choose? ARGH

Walk animation speed needs to sync up better to movement speed, a bit slide-y.

I'd like to see a turning animation, it should still be really snappy though.

Movement feels pretty sluggish, I think you're pathfinding for every click? If you have no obstacles in the way the character should turn toward and move right away towards the point.

Stutters when you first encounter new things, shader compilations? Stopped for a solid 2 seconds one time.

Should clicking a companion in the companions window re-recruit it? Didn't realize I had to drag at first.

ALT-Tabing and then clicking back into the game sometimes  makes the item highlighting stuck.

Everytime you go to a new area it zooms it, annoying.

My map stopped working suddenly, couldn't bring it up again.

Drinking a potion locks you into an animation? I love it.

Needs more feedback when your character gets hit.

This happened while picking up the bow, so it can happen without you manually trying to bug it out.


You can get stuck on NPCs: https://files.catbox.moe/43o6rf.webm

You can also get stuck on corners sometimes, companions too, looks like they try to turn corners too quickly.

Something to keep in mind going forward, might cause some issues; if you place an item it seems like its still selected and can be grabbed by pressing space/enter, tooltip also gets stuck doing it: https://files.catbox.moe/gfloux.webm

Is allocating stats for your companions necessary? I suppose it depends on where you plan to take the game, I could see you going for a more Dungeon Siege like thing with you controlling all characters fully or keeping more to the standard orblike thing with you controlling the main char but having some dudes run around slaying with you. At least the companions should have some simple modes you can set them to; passive, defensive, or aggressive are pretty standard for example.
Both approaches could work I think.

While I do miss the 2d graphics this seems much more sustainable and ultimately I think its the right choice, it looks really nice already. Excited to see what you'll bring to the game next.

Thanks for the very detailed feedback, you're doing gods work!

if you place an item it seems like its still selected and can be grabbed by pressing space/enter

Holy moly, i haven't known about this at all. It only works for equipment slots too it seems, very weird one.

My map stopped working suddenly, couldn't bring it up again.

Had this too once or twice when testing, but couldn't figure it out in time for DD

Everytime you go to a new area it zooms it, annoying.

Thats fair, i can save the zoom value between stages and load it.


Pathfinding in general is a pain. It seems the navmesh doesn't give you a straight path most of the time, because its made up of lots of tiles. So it calculates from tile to tile instead of start to end in one swoop. Also i didnt spent a lot of time for the town navmesh, since theres no combat there and it wasnt critical. Being stuck at corners inside the dungeon is a different story.

Stutters and lag are a WIP and a learning curve for me. I tried to reduce the "first time" stutters by hiding lots of stuff in the main menu. Arrows/fireballs for example shouldn't tank the performance anymore as they did previously. Going through everything right now to see what else might cause this.

Is allocating stats for your companions necessary?

This topic is haunting me right now. Duneon Siege had a great system, but im both too lazy to restructure my stuff to fit that model and im also too lazy to manually command my little guys. So probably will go with a few behavior presets like you suggested. Im also opposed to have the companions be defined by whats in their weapon/spell slots. That took away all their character in DS.

Thanks again, got a few new pointers on what to work on!

(+1)
Holy moly, i haven't known about this at all. It only works for equipment slots too it seems, very weird one.

Yeah, I was trying to close all open windows, I think it's space in Diablo 2. Well it's like that in some orblike.