It's been a while since I last played the game. I think it was before the remake.
The biggest issues I found were all UI related I'm afraid. I'm not allowed to equip a 2-handed weapon without first unhanding the shield, but I could equip a shield right away afterwards. Reloading the game removed the shield from my inventory altogether.
I also managed to softlock the game at the blacksmith by buying a weapon, equipping it, and then directly selling the weapon I had previously equipped without placing it in my inventory first. This made it so left clicking did an attack instead of letting me move. Talking to the blacksmith again hid his store and opened my own inventory.
I can only speculate but it seems to me like you are flipping a bool to open/close menus and this might be causing the issue.
You should consider implementing a button that closes all menus at once. I recommend ESC.
I don't believe the shop was implemented the last DD I played very cool to see them working now.
I think the best feedback I could think of to make it better right now is sound effects, when you swing your sword and when you hit enemy's It needs more impact.
let me know if you want me to test something specific and ill play again later today today
The competent foundation for the game is there, but there's little content so I don't have much to say beside fighting same enemies over and over is pretty bland. Needs more skills, items and monsters to chase the numbers going up.
One thing that bugged me: whole time I was expecting the escape key to close inventory and character menus like in Diablo. So that's why I'm opening menu randomly from time to time.
At the end, when returning through a portal, the game froze during loading. No idea why.
I really like the vibe with adventurers ditching us at the beginning. I'd like to see more of that, as 'from 0 to hero' type story. Maybe we could later save asses of these guys that left us or something like that.
Weird that the game froze, maybe an issue with the NPC shops not finding valid items? Will investigate. Funny thing about the menus is that im overhauling the whole UI right now. Closing menus with escape is one of the things that will be included. Hopefully everything else will feel just a bit more intuitive afterwards.
If most of the development is still being done with later game systems or content that's fine, but I really think you should be working out what the quality standard of your final product is going to look like. There's a lot of low hanging fruit with visual feedback and verbal feedback that prevented me from enjoying the demo. It's better than DD54, but I was hoping for more polish by this point.
Nice dungeon crawler. Made it to the end of the demo. I was fumbling around to figure out how to learn skills, I thought I had to find someone in town, but it turns out it was on the hero menu itself. I didn't read much into the abilities for this run. the fireball seemed weird to aim.
Major issue. sometimes crashes when loading dungeon.
I wish I could play totally with mouse and no keyboard required or even controller. Potion/Mana potion buttons are great but they should display the count.
I was excited about managing a party but it seems you only get the dwarf so far. I was looking for a way to tell my party member to take a potion.
It isn't explained anywhere what death penalty was, if there is any. (I didn't notice)
Could use a lot of little polish, sounds, when things happen etc.
I think the bridge orc charged me twice?
It was starting to get repetitive, but I'd imagine the skills could keep it interesting going forward. Maybe even like epic boss fights or narrative stuff to break it up.
Thanks a lot for playing! I think you are the first one that reached the end, congrats!
The game truly is in need of more polish and especially a more intuitive UI. I put in some blinking animation to the portraits to make the player click it after a level up, but apparently thats not enough :D You are absolutely right about the potion counter, thats planned. Currently those buttons let each companion drink a pot if their health/mana is below a threshold (so they don't uselessly drink all of it). An easier way to force a potion on specific members could be great, but hard to do in an intuitive way.
Skill trees were also a first draft the way they are now. Choosing a new tree for the MC was a bit hacky. This whole thing needs more thought and work.
great as always - however i think i have encountered a major bug
i think (enemy dropped) items are invisible. i can mouse-over items on the ground and get details, but i cant actually see them or pick them up? this happened multiple times - i kill an enemy, then if i mouse over them i have an item description - however there's nothing there. i can leave the room and return to the same spot, and the mouse-over text remains. cant pick it up or do anything with it.
another error i had which is less important is that my attack range is less than my attack-distance, if that makes sense. ill walk up to a barrel and LMB to attack. id swing, but im too far away so i automatically miss. if i keep clicking, i'll never walk closer and ill just miss.
otherwise great stuff. i like being able to play as a companion and have my MC be computer controller.
Thanks for playing again and finding those pesky bugs. The second bug you described is caused by something i did to prevent a different bug just today. Seems like i always have to create new bugs for DD.... Anyway, before this behaviour your character could get stuck next to a barrel and wouldn't attack it just because of some float distance stuff so i put in rounding. I thought i put something in so there is a little bit of leeway for melee attacks, but i guess i missed something. Will investigate the invisible item drops right away.
Do you by chance remember what exact items were invisible? Tried to reproduce the bug but i found all kinds of weapons from goblins and they were all visible.
Comments
It's been a while since I last played the game. I think it was before the remake.
The biggest issues I found were all UI related I'm afraid. I'm not allowed to equip a 2-handed weapon without first unhanding the shield, but I could equip a shield right away afterwards. Reloading the game removed the shield from my inventory altogether.
I also managed to softlock the game at the blacksmith by buying a weapon, equipping it, and then directly selling the weapon I had previously equipped without placing it in my inventory first. This made it so left clicking did an attack instead of letting me move. Talking to the blacksmith again hid his store and opened my own inventory.
I can only speculate but it seems to me like you are flipping a bool to open/close menus and this might be causing the issue.
You should consider implementing a button that closes all menus at once. I recommend ESC.
Keep up the wood work.
Thanks for playing! I really hate UI.
Luckily, this old version of the UI won't make it to next DD, i will have a better one in place (including the ESC thing).
I don't believe the shop was implemented the last DD I played very cool to see them working now.
I think the best feedback I could think of to make it better right now is sound effects, when you swing your sword and when you hit enemy's It needs more impact.
let me know if you want me to test something specific and ill play again later today
today
Gameplay recording:
Thanks for playing!
Weird that the game froze, maybe an issue with the NPC shops not finding valid items? Will investigate.
Funny thing about the menus is that im overhauling the whole UI right now. Closing menus with escape is one of the things that will be included. Hopefully everything else will feel just a bit more intuitive afterwards.
Video Feedback:
If most of the development is still being done with later game systems or content that's fine, but I really think you should be working out what the quality standard of your final product is going to look like. There's a lot of low hanging fruit with visual feedback and verbal feedback that prevented me from enjoying the demo. It's better than DD54, but I was hoping for more polish by this point.
Holy moly, DD54 was ages ago! Remade the game from scratch since then.
The feature scope of the demo is almost done, then the great polishing will happen.
Thanks for the video feedback, this will help a lot!
Nice dungeon crawler. Made it to the end of the demo.
I was fumbling around to figure out how to learn skills, I thought I had to find someone in town, but it turns out it was on the hero menu itself. I didn't read much into the abilities for this run. the fireball seemed weird to aim.
Major issue. sometimes crashes when loading dungeon.
I wish I could play totally with mouse and no keyboard required or even controller.
Potion/Mana potion buttons are great but they should display the count.
I was excited about managing a party but it seems you only get the dwarf so far. I was looking for a way to tell my party member to take a potion.
It isn't explained anywhere what death penalty was, if there is any. (I didn't notice)
Could use a lot of little polish, sounds, when things happen etc.
I think the bridge orc charged me twice?
It was starting to get repetitive, but I'd imagine the skills could keep it interesting going forward. Maybe even like epic boss fights or narrative stuff to break it up.
Thanks a lot for playing! I think you are the first one that reached the end, congrats!
The game truly is in need of more polish and especially a more intuitive UI. I put in some blinking animation to the portraits to make the player click it after a level up, but apparently thats not enough :D
You are absolutely right about the potion counter, thats planned. Currently those buttons let each companion drink a pot if their health/mana is below a threshold (so they don't uselessly drink all of it). An easier way to force a potion on specific members could be great, but hard to do in an intuitive way.
Skill trees were also a first draft the way they are now. Choosing a new tree for the MC was a bit hacky. This whole thing needs more thought and work.
great as always - however i think i have encountered a major bug
i think (enemy dropped) items are invisible. i can mouse-over items on the ground and get details, but i cant actually see them or pick them up? this happened multiple times - i kill an enemy, then if i mouse over them i have an item description - however there's nothing there. i can leave the room and return to the same spot, and the mouse-over text remains. cant pick it up or do anything with it.
another error i had which is less important is that my attack range is less than my attack-distance, if that makes sense. ill walk up to a barrel and LMB to attack. id swing, but im too far away so i automatically miss. if i keep clicking, i'll never walk closer and ill just miss.
otherwise great stuff. i like being able to play as a companion and have my MC be computer controller.
Thanks for playing again and finding those pesky bugs.
The second bug you described is caused by something i did to prevent a different bug just today. Seems like i always have to create new bugs for DD.... Anyway, before this behaviour your character could get stuck next to a barrel and wouldn't attack it just because of some float distance stuff so i put in rounding. I thought i put something in so there is a little bit of leeway for melee attacks, but i guess i missed something.
Will investigate the invisible item drops right away.
Do you by chance remember what exact items were invisible? Tried to reproduce the bug but i found all kinds of weapons from goblins and they were all visible.
the only item i DID find was a walking stick. i remember a sword and a shield (unknown quality) being invisible. potions and gold were fine.