I'm so glad I was able to play this now that there's a download. This game has a very addicting gameplay loop and the audio is great, though I'd maybe make the footsteps a bit louder.
pitermach
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Honestly, a lot of what I wanted to say was already echoed by Superfreq. This game, audio and navigation wise does just so much right and feels incredibly intuitive to play as a result, all while the soundscape is rich in fun details, and all the sounds musically working well together. The way the navigation assist works with playing more notes the closer you get to your destination is also genius!
The music, sound and writing was absolutely adorable and I loved every second of it. However, I unfortunately struggled to make progress due to the confusing sound panning issues which Stratifarm mentioned, as well as the invisible walls which I wasn't aware of until someone pointed them out to me while I was streaming the game. If they hadn't I suspect I'd sadly find myself walking in place for longer.
Very atmospheric soundscape. Both the sounds of the ambience as well as titular lifeforms work really well together. I would maybe not put as much distortion on the tutorial voice at the beginning because it was a little hard to understand with all the reverb and other sounds going on but otherwise it was great.
This is an awesome game and idea for a game engine, we definitely need more accessible RPG's. I'm sorry I wasn't able to get very far during the stream, but on my subsequent playthrough I built a full party and got into the temple where I promptly got wrecked by a vampire's AOE fireball.
Regarding suggestions, having to activate options with space instead of enter is something I have to get used to - it's messing with my muscle memory a bit. Apart from this, like I suggested during the stream changing the navigation so that you were told which directions arent blocked with sounds, with the arrow keys directly moving you and perhaps adding CTRL or Shift with arrow keys to look around the way you can now would make the game flow a bit faster. I'd also love to be able to get the status of other party members, either in battle or in the party menu IE if I press shift on a character while I'm selecting a target for healing, same goes for the enemies even if it wouldn't give me an exact health value and instead say something more vague like they are slightly injured, mortally wounded and so on.
I really hope you keep working on this engine or at the very least this game, because so far it's looking great!
I was unfortunately not able to get very far. The game's menus didn't seem to speak at all or be keyboard navigable, even though I saw a screen reader option which I tried toggling with assistance with no effect. In the game itself, I was stuck in the first scene where you're in the thunderstorm and you hear the main character crying, with the "use mouse to move camera" tutorial message. Eventually I moved to another screen after not sure what (I was trying both keyboard, mouse and gamepad input), but got completely stuck there. A shame, because from the few minutes of audio, music and voice acting I heard this game sounds very well made and I'd have loved to experience more of it
The voice acting was great, but the audio levels were all over the place. The voice of the soul was quiet, while in comparison the voice of your character and the other souls was uncomfortably loud to the point it was distorting. Also, it appears as though some dialog isn't voiced, but is also not readable by a screen reader which means a completely blind player could miss some of it. The choices also didn't appear to be spoken when you go to make a selection with the arrow keys. Over all the writing was pretty entertaining though even if half way through it felt like things were starting to drag.
I have also been unable to complete the game with a screen reader. When I got to the point where I needed to make a decision when talking to Jim, I didn't see the options when using the arrow keys and not even clicking on them with the mouse let me move on. Also, when I was at the task to pick up dishes after mashing through almost the entire time the task was still failed.
2 things I somehow completely forgot to mention in my first posts that are still valid with the latest version:
- On the settings screen, pressing down arrow skips over a control. This only seems to happen if you're not using screen reader speech and the rate slider appears. Pressing down arrow on master volume will move to music volume, then speech rate, and pressing it after that will just move between the music volume and the rate. If you want to get to the other control, either pressing up or tabbing through works normally. This also effects pressing down on a controller dPad, and happens both on Windows and Mac (I know Mac is broken after comparing notes with a friend).
- If you hold left or right on the keyboard when adjusting a slider, the key repeats so you can make large adjustments really quickly. If you do this with the controller, it doesn't, so you have to repeatedly press the button to get the slider to move multiple steps.
I also just spent some time playing on the Windows version, first with an xBox controller and then the keyboard. Since I also just have some general thoughts I figured it would be better to just put them here rather than making a new thread
First of all, I'm really digging the controller support, with some great force feedback to boot as well, more games need to do this! It felt really weird switching to the keyboard after playing a few rounds with the controller.
As far as the controls, I'm trying to decide if they're oversensitive or not... At first I thought that they felt od, I felt as though there was a delay before you started turning and when you do start you turn way too fast, though eventually it stopped feeling like this, so IDK if it's just a case of my mind getting used to it or if there may indeed need to be some tweaks done. Also, I'm not sure if there's any kind of analog control when using a controller, I didn't really feel much of a difference between pushing the stick all the way or just slightly. The teleport, meanwhile, felt a little too easy to trigger, it feels as though if you push the stick ever so slightly down even by accident it seemd to activate accidentally a few times.
Other than that, +1 to Guilevi's suggestions. Otherwise this game is an absolute blast, the playing field can be turned into absolute chaos if you're not careful and this is great!