oc1d
2021-04-28 08:18
Wow! You guys put some effort! :) Thank you. Nice Souls-Like experience. Great Visuals!! Nice Block mechanic. Animations :)
Could be improved:
* Walking sounds missing * Debug Text visible.. Lighting Needs to be reuilt - PACKAGE IN SHIPPING CONFIGURATION :D * Fell through the world in lover leves, no way to reset my character. Maybe Put on "K" for kill. * Enemy hit feedback missing for Skeleton. * Fog colour changes for the whole game when you reach lower leves * Sound cuts as you decent .. breaking immersion. * Lighting could be improved.. a bit too dark/brown for my taste. * Framerate issues on my PC (Radeon 380X, 1440p), please add options. * .... try to reduce package size :D
nabo369
2021-05-01 07:53
Interesting game idea, with really cool looks and a superb vibe. There are however also a few issues which forced me to restart the game several times - The enemies can block the entrance to another area if they die in the entrance - I kept falling through the world in the third area no matter which direction I went in - And the first skeleton you come across, the one in the sideroom right next to where you spawn, cant be blocked However I do want to mention that those issues didnt make the game a bad experience! It was a fun game to play and the potential is huge!
2021-05-04 05:15
Thank you for the feedback, @oc1d and @nabo369! Yes, unfortunately we were right down to the wire, and many simple things were missed. With it being just the two of us, it was quite the push!
We are continuing to work on this, and are simply using this as a jumping off point. Weapon durability was the original main resource to monitor, and has been added into the game! It's still 100% pre-alpha and I'd still refer to it as a proof of concept. It was intended to become a rogue-lite, with the gold you pick up being used to upgrade things, unlock different pickups that grant power, and even multiple classes! Much had to be cut to simply have a complete loop and immersive experience.
As far as options go, they will definitely be added. Neither of us had worked with sound before, and we are continually learning that and lighting as we go.
Also I want to apologize, we inadvertently forgot to make the second level proceed to the credits instead of the yet-unfinished level 3. I am still extremely proud of what 2 recent design graduates managed to do, though!
Oh, and the packet size unfortunately is almost impossible to lower. The assets we are using (primarily materials and textures) are 95% of the size. The good news is: as we add to the experience, the increase in size vs increase in content will be almost unnoticeable!