Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(3 edits) (+1)


This is jank, and not the good kind. I'll start off by saying that I've never played the Dark Souls games or any games like that. I don't like games of that type but I do like Dungeon Siege and Diablo so you can take all this with a grain of salt. Feel free to ignore anything that you think I've misinterpreted about your game or your intentions for the game.

OVERVIEW

First off, out of every single game this Demo Day, this seems to be the one that unambiguously has the most impressive production value, presentation, and sheer scope. Even judged against other Demo Days it's still in the top 10. The game successfully captured a very fitting atmosphere. The cutscenes at the beginning are very well made and wouldn't feel out of place in a AAA game from 2002. The UI art looks very stylish. These things are a good reason to give the game a break over its many shortcomings, but they also set the expectations enormously high. The intro sets you up for a complete and polished experience, and then the game starts...

This is the most bug-ridden game I have ever played. Somehow that never resulted in a crash or anything serious breaking, but there's so many bugs here that I don't even think it's possible to cover half of them. The game's most impressive accomplishment is also its biggest shortcoming -- it's clear that the game's development focus has been on content development when it would have been much wiser to first ensure to make the gameplay as bug-free as possible. The scope is grand, but it's easy to forget that even AAA studios with thousands of employees struggle with the sort of thing you're trying to do here. It's admirable, but the mountain of bugs speaks for itself. The fact that you manged to pull off a working 3D combat system is great. The fact that you implemented over 10 distinct classes is great. The fact that your presentation is outstanding is great, but it feels like your priorities are backwards. To me it seems that you should get a single class working without any problems before you start adding the other 10.


PRESENTATION AND GRAPHICS

Presentation and graphics are amazing if looked at on a macro scale. The individual models, animations, UI design decisions, and so forth are questionable. They get the job done as temporary assets.

If the lore presented in the game is anything to off this might be one of the most unique and unconventional fantasy worlds I have seen. Using something that unique as a base for an straightforward action game where the lore is nothing but background flavour seems like a massive waste. There are no opportunities to engage with the story. The dialogue system is clunky and sparsely used. The choice to put the dialogue box at the top of the screen is baffling and makes the dialogue screen unpleasant to use. The (click to continue) prompt requires you to click on the text itself rather than to just click anywhere -- the wording is misleading. Sometimes the continue dialogue option is (click to continue). Other times it's just (continue).

I don't understand the obsession with taking the deepest most fleshed out fictional worlds and making action games or movies out of them.

The rock theme in the intro doesn't fit the game.

Not a fan of the depth of field blur. It makes the game look cheap.

Breakable containers are nice but the way they shatter looks weird.

The tooltips that you get in the item and character menus are positioned in a nonsense way and seem way too big for their purpose.

The eyes option during character creation doesn't appear to do anything. For this sort of zoomed-out game a "face" option would be much more appropriate. That's besides the option for facial hair.

Hair looks strange but then you notice the transparency effect that it uses can be seen almost everywhere. I don't understand why it's made that way because it doesn't look good.

GAMEPLAY

When you're creating a character for the first time you are given 0 information what each stat does or what they affect. This is a horrible game design mistake that turns off people who actually like these types of games immediately, since they are left to guess.

Why are the controls only viewable in the tutorial starting area? Ideally you should be able to look over an overview of the controls at any time, especially for a game that uses more than 5 keys.

I'm not sure if the tutorial works. It tells you some specific controls like the jump in a good contextual moment (when you actually need to use the jump to get over the tecnch), but a lot of the tutorial text just seems placed at random intervals and can easily be overlooked. The first few popups just show up one after the other. The tutorial does nothing to teach you about the significance of the character screen or the upgrades there, or even the character skills as a whole. It's very easy to completely forget the skills exist with some classes.

The loot drop system is bad. I'm going to assume this is probably how the Souls games do it but this type of loot drop approach is usually associated with MMORPGs where they do it out of efficiency. Dungeon Siege and Diablo have much better drop-pickup systems and while those systems are more complicated to implement they compliment the flow of gameplay much better and help avoid the type of confusion that the Great Ordeal creates when you have 100 enemy drops stacked in the same 50 square centimeters. The fact that interaction targets are automaticlaly selected and very difficult to control by the player makes in even more diffcult to target a specific loot container which means some loot might not be even possible to get to unless you also pick up all the loot around it first. I just stopped caring about the loot after a while, and this is a bad sign, since your primary audience with this game is loot junkies so if you can't appeal to them with more clarity in the loot system it's a huge missed opportunity.

The level layout is extremely jagged with a lot of steep inclines. Given that the character doesn't seem to be able to climb slopes too easily this makes traversal frustrating and sometimes makes you wonder if you're even supposed to be going the way you're going.

The combat feels nice to engage in occasionally and there's definitely the foundation for something good there but it's completely broken and spastic in its current state. Constant rubberbanding; lag spikes every time there's more than 40 npcs on screen; lack of any clear difficulty progression -- the way the gameplay works right now is just constant trial-and-error. There's nothing particularly challenging or strategic about the gameplay loop and there's nothing particularly satisfying about the combat encounters besides the enjoyment of dispatching the enemies one by one, and watching the occasional head fly off.

Enemies spawning out of thin air in the tutorial is obnoxious and doesn't look right. Consider having them run out of some kind of tunnel or something similar

The way that enemies spawn is ridiculous. The player is close enough when it happens that it's extremely obvious they generated out of a single point you see them rubber band away from each other.

BUGS AND ISSUES


Too many to list, but I will mention the ones that stood out to me the most.

Visual glitches constantly. Animation poses don't load sometimes. Skyboxes turn black sometimes.


The game makes my PC's fan enter overdrive mode. This is standard with Unity when the FPS cap is removed in the editor but I have never seen it happen on a game build until now.

The intro doesn't end on its own. You have to skip it manually once the cutscene ends.

The interaction prompt is weirdly coded. It shows up when you're 1-2 meters away from the thing you need to interact with but not when you're standing right next to it. Sometimes you can't get it to appear and have to move around like a crazy person trying to activate something.In some very rare cases clicking the interact button when the prompt is visible on screen does nothing and you have to leave the interaction range and come back. I remember this happening with the map at the camp. Interactions in general are really unreliable since some times you can't seem to even get some of them to activate the prompt, so you're blocked from interacting with them.

You can't enter the menu when character is locked-on to an enemy and a lot of times when you are in combat in general. Ignore if intentional.

Characters switching to T-pose for a few frames every time they are switched on the "continue" screen.

Opening the battle summons screen makes the cursor disappear your only option is to back out with ESC.

After you change your hair from bald to any hairstyle for the first time you can no longer go back to bald. The character model is stuck with a basic hairstyle while creating a character. It's possible that the default setting is not supposed to be bald but that is another bug also and it just activates the default hair for the first time only after you switch hairstyles.

During the intro cutscene the character controller is working and you can hear your character attacking when you click.

Exiting a save and reopening it changes the time of day. You can exit in the middle of the day and when you come back it's early morning. Why? Speaking of which the transitions between the times of day happen instantly which gives a strange impression.

One time when I loaded into the world the game was stuck in "cutscene" mode for some reason. This is just loading into the world, no cutscene was played before that. I could still control the player character but the UI was disabled, there wa a "skip" button in the corner, and all interactions were blocked until I clicked space to skip.

At all other times opening some menus (such as the map selection screen) which seem like they should freeze the character controller also allowed me to just use attacks and skills to my heart's content while the screen was open.

After jumping into the first "mission" a dialogue interaction is displayed but you can walk around while it's on screen. I don't think you should be able to move around while in dialogue. When the point captures happen this also starts dialogue interactions but in those cases you're in the middle of combat usually so you almost immediately click out of dialogue by accident or don't even have time to read anything because you're being attacked.

The healthbar of every single enemy that has taken even the slightest amount of damage is permanently visible no matter how far away from them you go. It doesn't seem like it should be that way.

You can still hear the outdoor sounds of rain and the horn ambiece while you are inside the Nonman's Well

The levers start twitching after you use them.

Broken or missing display on the geography underlay of the minimap in some locations.


The summons just keep hitting the air after there's no more enemies to kill.

Some enemies spawn stuck in the level geometry. This is the Scrancs at the bottom of the Nonman's Well and the big guy enemy in the first level.

Odd choice to allow players to access the missions after the first two considering they are unfinished levels.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Great work on what you're accomplished but the issues need a lot of attention. The game's scale is grand but the polish and attention to quality is not there.

(1 edit) (+1)

thank you so much for this incredibly thoughtful and detailed review. i'm humbled by the scope and breadth of your analysis and i'll do my best to reply to key points you brought up:

  • The fact that your presentation is outstanding is great, but it feels like your priorities are backwards. To me it seems that you should get a single class working without any problems before you start adding the other 10.

i believe everyone in amateur solo game development has their own approach to the problem of, "how do i make a game?" for me, i absolutely started backwards. i wanted to make my dream game from the start and didn't want to make anything else, and so i hacked a bunch of disparate systems, github repos, store assets, chatgpt scripts, and my own terrible code and into some semblance of a game, something that had all the features i wanted. soulslike 3D combat. on model clothing swapping with stats. dialogues with branching options. dynamic weather. cutscenes. physics. skill trees. etc. etc.  i've been refining and reshaping this emergent, enigmatic mess over the last two years, from samsara, to roman game, to now..... this. my point in presenting this horrid, bug-ridden prototype to demo day is that i could make all these systems functional and work in the barest way possible. now that they are all there, i must go back and refine, refine, refine, until something resembling my dream game arises from the muck.

  • If the lore presented in the game is anything to off this might be one of the most unique and unconventional fantasy worlds I have seen. Using something that unique as a base for an straightforward action game where the lore is nothing but background flavour seems like a massive waste. There are no opportunities to engage with the story. 

the lore of R. Scott Bakker is quite possibly the deepest in any fantasy series in existence. i want my game in some small way to honor its maddening complexity. at present, only the functionality of the RPG system is in place, and none of the content. in the future, the RPG content will be the real essence of the game- the combat is just the Meat of the game, but the RPG storylines will be its Soul. each class has a different starting location and storyline, with each ending in multiple endings - what is the fate of the soul of a sinner? what does it mean to become a violence-crazed killing machine that slaughters the enemy in droves, hungry for more and more power, even in the name of great righteousness? the meta-difficulty curve of the game will really lie in the player's choices.

  • graphics and UI issues

as i said in my page description, everything is placeholders. i am aware of most of these issues, and will address them in the future.

  • The loot drop system is bad. 

the loot that the sranc drop is meant to be low quality junk. the good loot is found in the chests and after killing Bashrag. i strongly agree with you though that i need a better pickup system. the diablo "press alt to highlight dropped items" is a nice feature and will, i'm sure, be a pain in the tushie to implement. but i think it will be worth it, as you say.

  • NPC and combat issues
  • Dialogue and input issues

all will be addressed in due time, i promise you.

  • The interaction prompt is weirdly coded. It shows up when you're 1-2 meters away from the thing you need to interact with but not when you're standing right next to it
  • The levers start twitching after you use them.

i believe you must have played a version before 7, the current build hopefully fixes both these small bugs.

  • Consider having them run out of some kind of tunnel or something similar

good idea. something i've been meaning to do.

  • You can still hear the outdoor sounds of rain and the horn ambiece while you are inside the Nonman's Well

that whole "level" is really nothing more than a rough test area at this point. i probably shouldn't have included it in the demo build.

  • Great work on what you're accomplished but the issues need a lot of attention. The game's scale is grand but the polish and attention to quality is not there.

thank you again for your kind words and extremely helpful and detailed feedback. i know i will be spending the next year or more addressing every one of these issues and trying to extract something wonderful from this mire of jank. it's comments like yours that inspire me to keep going and make this a proper game, so thank you again. i sincerely hope you will consider playing again in the future when so many of these issues have been ironed out. 

(+1)

Yeah, I did play the version that was first submitted to Demo Day. I just jumped into that one because I already had it downloaded.

> the loot that the sranc drop is meant to be low quality junk.

That's alright, but I think the problem is more that the items have so many stats that are hard to follow that it makes it tedious to have to wonder which items are better than others. If the items dropped by Sranc are supposed to be trash then consider reducing their buffs even more. For example the Sranc helm which I assume is supposed to be a basic trash helm has a list of 10 buffs and debuffs on it which makes a player wonder if there's anything special about it, instead of making it immediately clear that it's a trash helm with almost no use value. Item tooltips seem to suffer from information bloat. Not every item needs to have a billion stats and a whole essay of information. If you keep it sparse for the unremarkable items and scale it up based on how rare the item is, it communicates better to the player which items are really worth paying attention to.

The lore snippets on the items are a great touch, but since the tooltips are badly positioned and unintuitive in the information they give it discourages the player from reading through the whole thing to even get to the flavour text. Tooltips should definitely resize with the text.


> i wanted to make my dream game from the start and didn't want to make anything else

I hope you know what you're doing. Developers like you are an inspiration because of your passion and ambition but this could easily turn out to be yet another case of dreaming too big and getting burned out from the scope. Would gladly play it again in the future as long as it keeps improving.

i should probably just have loot drop as in-world props. a sranc helm looks like a sranc helm,  arrows look like arrows and not a glowing loot bag. i tried doing this before but had tons of issues. back to the old drawing board. thanks again for the input and i'm motivated to continue to try to make something worthy of another playthrough.