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I’m totally impressed by all the systems you’ve included in your engine here! This is far above average in sophistication, everything looks really cool, I like putting little points into attributes and skills, and you have some great writing (although there are some typos).

I think the combat system needs more thought. I’m putting aside that it’s trivially easy and that I’m not sure if proficiency skills do anything, as those are more matters of balance.

It could be good, but currently it’s a bit awkward to make changes on the fly. Maybe with skill hotkeys it would work better, like press 1 while the mouse is overlapping an enemy to use that skill? Left click always just being a basic attack for the weapon equipped? But the way it cycles through your characters also makes it more awkward to do ranged stuff, as you cycle to someone who’s still on melee and then can only step back in.

Also would like to see QE for turning. I’d like to implement an option for QE strafe in my own game for the people who like it though… maybe you would consider the same?

I couldn’t finish, got totally lost. It turns into a bit of an object hunt for the keys and keyholes. But I hope you keep iterating on this, as it’s a really good foundation.

Yeah, you are right, the battles are trivial right now, I just could not manage my time very well. I got lost in engine stuff and an over ambitious story (which got cut anyway). But thank you for playing and your nice comment.