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dj3k1584

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A member registered Aug 10, 2022

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I did allocate points to my skills and character traits, though I was extremely unlucky when it came to getting equipment to drop early on and eventually switched to melee and then to magic, both of which felt much more impactful to my gameplay and dropped much more frequently. It got much easier as I got better equipment and a higher level, but the journey to get there was rather unforgiving.

Still I feel that something should be done to improve bows as they are weaker and less interesting compared to melee and magic respectively.

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I have played the demo rather extensively on one character and have experienced a large portion of the game. I really love the art direction you went for this and I mostly like the gear system you have in the game. While I have not delved into the lore quite yet the game still has a rather large amount of charm to it. 

I want to note 4 things that I have experienced through my play-through of the demo and potential changes.

The movement can be rather frustrating at times. Specifically when I jump up a slanted edge and immediately slide down. Momentum would suggest I keep going up until it evens out, but it seems that whenever I touch a slope that is at a steep enough angle I just get sent downwards without consideration for what my movement direction is. Some way to change this behavior would be very appreciated.

The solo player experience is rather punishing. Especially the early game when I haven't gotten good gear yet. The amount of damage that I was doing felt like throwing pebbles at a wall. (I was playing Archer to start with.) This is likely a balancing issue with Bows in relation to melee and magic, and it can also be a difficultly balancing issue. A way to address these discrepancies would be nice. 

One of the starting rooms for the dungeons should be altered. To be more specific, the one where you have to jump up onto the wall to get to a higher platform to flip a switch. A better way to communicate this would be very appreciated as I assumed I would just slide off the wall for a long time and a lot of other people likely struggled with this as well. This approach should also be looked at moving forward with future level design.

Some of the quests should be tweaked to better reflect the tier of enemies and to not be as tedious. For instance, the Golem quest (Ancient Beings). The Golem Quest requires that you collect 15 Golem Cores and kill 15 Small and Large Golems. Here's my suggestion: Large Golems are harder to kill than Smaller Golems, so to better reflect the challenge, the enemies would need to be put into ratios. 2:1 could work, and we will be downscaling them to not make them as tedious. 14 Small Golems and 7 Large Golems, and additionally the amount of cores needed would also be adjusted to 12 cores as the cores don't always drop from kills.


Those are the 4 things I've found that bugged me during my demo play-through. I am looking forward to the Early Access Launch.