I really can't give an honest opinion I feel like because I'm too charmed by the artstyle
I love how it looks, how it sounds, how it plays
Only complaints is I would let it be more known to the player if they're in deep shit because I got too careless and started dying quickly without realizing I'm in trouble. Also it's a little too slow if I wanna just use basic attacks for things and spam them until the enemy is dead.
Is it intentional to be getting so many items from chests?
I wish the pacing was faster - there's a small delay between when an action finishes and you regain control that would feel snappier without.
Having more keyboard keybinds would be great! Things like being able to control combat entirely through keyboard, menus, etc.
LIKED
Love the music, love the art style, love the general style.
I was getting too comfortable and got owned by some level 4 wolves, this was a good wakeup call.
QUESTIONS
How do I see the Momentum on the Fighter?
Is there any reason to fight enemies? I wasn't sure if I was getting items/experience.
I got stuck on the first floor after getting teleported near a chest? I read that there are "illusory tiles" afterwards, I may have just missed this.
FINAL
I was too much of a shitter to clear the second level, but I gave it several attempts, and felt like I learned something new every run. I really like this approach as opposed to having my hand held.
You got lucky rolls? Average drop seems to be 1-3 but you can get up to 5 in a single opening
>Faster pacing
Do you mean during combat? Is it not fast enough already?
>More keyboard controls
That's the plan
>Momentum
Bottom left corner in combat are the active character's unique passive + equipped passives. The fighter's. Passive icon has a counter that starts from 0, that's her momentum count
>Reason to fight enemies
They don't directly reward you right now, except elites that keep the gates locked. Intentional. You level up instead by thoroughly mapping out the dungeon
>Stuck after teleporting
There were illusory tiles that wouldve been your ticket way out. You were meant to walk into every direction on every tile in that unconnected island there to find them so you missed em
Thank you for playing! If you do revisit it, please also fill the feedback form!
Enjoyable demo and nice progress :> Got to the finish and luckily wasnt ambushed by any of the last 3 enemies by saving up my dice. The game was a bit hard at first but when you learn the weaknesses of the enemies it becomes easier. I played a thief, warrior and knight. In combat i usually just pass around my turns, using up the half dice with the knight or thief for support skills and damage the enemy with the warrior. I didnt really need to use any skills besides the normal attacks for the three, for the warrior the shield bash and flame strike, thief the attack that reduces def and bind, and for the knight i mostly just taunted when necessary. Dont know if that is the optimal gameplay. (forgot the skill names, im sorry)
The combat feels solid but can feel a bit repetitive over time, ultimately its a good foundation. Im wondering if you want to keep it, that one can adjust passives and skills during a dungeon? Will you balance the game around players needing to switch loadouts during an expedition? One thing i liked about darkest dungeon I is that you needed to prepare a finished loadout to embark onto a mission. taking more food if you dont have a healer as an example.
The leveling up mechanic that makes you walk around feels slightly out of place. Maybe it just needs some warming up, but it makes a playstyle more optimal in which you walk around, try to avoid enemy encounters and collect as many tiles as you can. Im not sure if defeating enemies rewards you with anything, but i ended up defeating every enemy on the map anyways.
I like the shift strategem, i think it was intended, but being able to skip certain combats, traps or even the elite on level 2 feels good.
The new character design is very cute, wish they were a twink, albeit they are flat enough to just imagine it.
Everything in the game was very easily understandable and concise. Although im not sure if you can look up the tempo of the fighter anywhere.
All in all a very enjoyable experience. Hopefully youll be able to submit again next demo day, id be looking forward to anything youre able to produce. :>
That's impressive, I don't think ive ever beaten the game without a cleric
>Adjusting skills and passives in a dungeon
Yeah that'll be the main bulk of the experience, different from darkest dungeon. You will be switching through equipment very often to handle specific encounters in high level gameplay. A hotkey to save and quickly swap between party configurations is planned.
>Level up mechanic
It is there to encourage exploration and the hard fights with tight MP economy are supposed to push you into using dice and shifting to skip through floors and slip by difficult situations! Likewise no battle rewards also were meant to discourage you from fighting blindly, instead looking for other more rewarding paths to take. But battle rewards are planned to be implemented, they just aren't going to be as greater as exploration rewards
The mechanics in the game can get very interesting to manage the movement in mapping and the action cost. It feels a bit hard for me atm.
- White mouse blend with the bg
- Mot sure if i misremember or the "?" with the heal 15 doesnt work?
- Meed a way to ez check % hp remaining during map
- Cleric is too powerful due to limited healing in battle?
- Some kind of notification to show level up and stat adjustment would be nice
- Some kind of monster db to show what are its weakness would be nice, even if it only shows the weakness after you exploited them once, remembering these type of stuffs can get tiring once there are more enemies introduced.
Comments
https://www.twitch.tv/videos/2816075948
Well, it's still good. Artstyle is still great, new enemies and the encounters are very well appreciated.
PLEASE WORK ON YOUR UI PLEASE I BEG OF YOU I PHYSICALLY NEED TO SEE THE AOE vs SINGLE TARGET ON THE SKILLS PANEL REEEEEE
Good demo. Love seeing your progress!
I really can't give an honest opinion I feel like because I'm too charmed by the artstyle
I love how it looks, how it sounds, how it plays
Only complaints is I would let it be more known to the player if they're in deep shit because I got too careless and started dying quickly without realizing I'm in trouble. Also it's a little too slow if I wanna just use basic attacks for things and spam them until the enemy is dead.
You got something good in your hands.
Thank you for the high praise!!
The game will be much lenient on the next patch. Thank you for playing!
CONSTRUCTIVE
Is it intentional to be getting so many items from chests?
I wish the pacing was faster - there's a small delay between when an action finishes and you regain control that would feel snappier without.
Having more keyboard keybinds would be great! Things like being able to control combat entirely through keyboard, menus, etc.
LIKED
Love the music, love the art style, love the general style.
I was getting too comfortable and got owned by some level 4 wolves, this was a good wakeup call.
QUESTIONS
How do I see the Momentum on the Fighter?
Is there any reason to fight enemies? I wasn't sure if I was getting items/experience.
I got stuck on the first floor after getting teleported near a chest? I read that there are "illusory tiles" afterwards, I may have just missed this.
FINAL
I was too much of a shitter to clear the second level, but I gave it several attempts, and felt like I learned something new every run. I really like this approach as opposed to having my hand held.
I'd like to revisit this after the jam!
>so many items from chests
You got lucky rolls? Average drop seems to be 1-3 but you can get up to 5 in a single opening
>Faster pacing
Do you mean during combat? Is it not fast enough already?
>More keyboard controls
That's the plan
>Momentum
Bottom left corner in combat are the active character's unique passive + equipped passives. The fighter's. Passive icon has a counter that starts from 0, that's her momentum count
>Reason to fight enemies
They don't directly reward you right now, except elites that keep the gates locked. Intentional. You level up instead by thoroughly mapping out the dungeon
>Stuck after teleporting
There were illusory tiles that wouldve been your ticket way out. You were meant to walk into every direction on every tile in that unconnected island there to find them so you missed em
Thank you for playing! If you do revisit it, please also fill the feedback form!
>please also fill the feedback form!
Is this on the Discord? I couldn't find it anywhere, sorry!
It's in game! But I've closed it since. Don't worry about it now
feedback directly deposited on your discord server
Enjoyable demo and nice progress :> Got to the finish and luckily wasnt ambushed by any of the last 3 enemies by saving up my dice.
The game was a bit hard at first but when you learn the weaknesses of the enemies it becomes easier. I played a thief, warrior and knight. In combat i usually just pass around my turns, using up the half dice with the knight or thief for support skills and damage the enemy with the warrior. I didnt really need to use any skills besides the normal attacks for the three, for the warrior the shield bash and flame strike, thief the attack that reduces def and bind, and for the knight i mostly just taunted when necessary. Dont know if that is the optimal gameplay. (forgot the skill names, im sorry)
The combat feels solid but can feel a bit repetitive over time, ultimately its a good foundation. Im wondering if you want to keep it, that one can adjust passives and skills during a dungeon? Will you balance the game around players needing to switch loadouts during an expedition? One thing i liked about darkest dungeon I is that you needed to prepare a finished loadout to embark onto a mission. taking more food if you dont have a healer as an example.
The leveling up mechanic that makes you walk around feels slightly out of place. Maybe it just needs some warming up, but it makes a playstyle more optimal in which you walk around, try to avoid enemy encounters and collect as many tiles as you can. Im not sure if defeating enemies rewards you with anything, but i ended up defeating every enemy on the map anyways.
I like the shift strategem, i think it was intended, but being able to skip certain combats, traps or even the elite on level 2 feels good.
The new character design is very cute, wish they were a twink, albeit they are flat enough to just imagine it.
Everything in the game was very easily understandable and concise. Although im not sure if you can look up the tempo of the fighter anywhere.
All in all a very enjoyable experience. Hopefully youll be able to submit again next demo day, id be looking forward to anything youre able to produce. :>
Thank you for playing craspedia!
>Played with thief, fighter, knight
That's impressive, I don't think ive ever beaten the game without a cleric
>Adjusting skills and passives in a dungeon
Yeah that'll be the main bulk of the experience, different from darkest dungeon. You will be switching through equipment very often to handle specific encounters in high level gameplay. A hotkey to save and quickly swap between party configurations is planned.
>Level up mechanic
It is there to encourage exploration and the hard fights with tight MP economy are supposed to push you into using dice and shifting to skip through floors and slip by difficult situations! Likewise no battle rewards also were meant to discourage you from fighting blindly, instead looking for other more rewarding paths to take. But battle rewards are planned to be implemented, they just aren't going to be as greater as exploration rewards
The mechanics in the game can get very interesting to manage the movement in mapping and the action cost. It feels a bit hard for me atm.
- White mouse blend with the bg
- Mot sure if i misremember or the "?" with the heal 15 doesnt work?
- Meed a way to ez check % hp remaining during map
- Cleric is too powerful due to limited healing in battle?
- Some kind of notification to show level up and stat adjustment would be nice
- Some kind of monster db to show what are its weakness would be nice, even if it only shows the weakness after you exploited them once, remembering these type of stuffs can get tiring once there are more enemies introduced.
Thanks you for the feedback tada
All heal events should work, there's no SFX feedback yet and the logging is incomplete though. But they should work
>%hp remaining during map
Sure
>Cleric too powerful
Everybody can be really strong when you use them right yes, that is the idea
>Level up notif
Yeah planned
>Monster db
Yep, planned and in-combat analysis
an incredibly cool game! great visuals!
Thank you lucio!
The download size seems to have doubled because I accidentally exported the game twice into the zip? Can someone confirm?
Oh yeah I did lmao
The big update for Perish Parade is here! This build will be up until July 6th.
Beat the dungeon and talk to The Raconteur for an invite to the game's server!
Features:
- New character: The Raconteur! She will serve as your ever-reliable guide throughout the game.
- In-game tutorial tips!
- 5 dungeon floors to conquer!
- updated dungeon visuals!
- progress autosave, return from where you left off
- elite enemies - kill them to unlock other parts of the map
- level ups - fill out the map to get stronger
- loot - relics and passive drops to turn the tide of battle
- unique passives - make use of your party member's unique strengths to get the edge in combat
- portal traps, invisible tiles, spike tiles to challenge the party!
- SHIFT stratagem - teleport over to two tiles ahead of you to shake off an enemy, or get the drop on them
- Encounters!