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A jam submission

DnD: Death and DismembermentView game page

Physics-based melee carnage in a fantasy industrial world
Submitted by Static Leap Studios (@staticleapgames) — 4 days, 8 hours before the deadline
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DnD: Death and Dismemberment's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#202.5712.571
User Interface (UI/UX)#212.4292.429
Sound/Audio#232.2862.286
Overall#252.4292.429
Visuals(Graphics)#262.4292.429

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

DevLog Link
https://staticleapstudios.itch.io/dnd-death-and-dismemberment/devlog/1565308/validation-build-update

Developer Feedback Questions
Is this fun enough to hire team members for production?

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Comments

Submitted (2 edits) (+1)

I love the game title, and idea.

Impressive setting menus, you really have thought about a lot of things. It's not often that games in jams offer the possibilty to play with a controller (though I didn't test if it worked), to rebind keys, and to test mouse sensibility. I found the UI very well done in general.

About the graphisms, I played in ultra lol, have tried all the resolutions settings at the beginning of the game but didn't see much difference, I don't know if it's because I didn't test it in combat, but from the map view it doesn't change a thing for me. While I can't say that the game impress me visually, but I think it works fine enough XD

It was annoying to go out of the town then back into it between each shop, and not being able to switch shops more easily. Also, while doing the tutorial, it could be interesting to lock the Arena, because I went for a match before being asked to do it and lost 300 golds? Lol! 

It is hard to read the bubbles above the trainer while he is talking to you and you're busy doing big circles with your character too. By the way, I can't say if I loved or hated this goofy combat system. I think it is a hilarious idea that could be really interesting, but it makes the skills using mouse (like clicking right and left button at the same time, holding clicking etc) annoying, because the left click also makes you sheath your weapon, and you are also trying to turn at the same time. I think skills should not involve the mouse, and the mouse should be just used to turn.

I did my first quest with the bandits and it took hella long to kill them. To keep the fighting system fun, I'd say ennemies should be easier/faster to kill. I couldn't understand if I had my limbs still attached or not with the color system. There was a lot of stuff on the ground and I couldn't tell what it was, I guess it was our steps? I think that's unecessary. I just want to see blood and members on the ground ahahah! 

I thought ESC would give me access to the menu but it made the game going from fullscreen to not. I don't know if it's because of my bowser or the controls.

The SFX were a little strange, except the weapon sound, and I had to cut the music because it was the same looping constantly and quite annoying at some point. I can't say if it changes after the tutorial because I didn't reactivate it, but I would suggest a bigger playlist if that's not planned already :P

Despite its current flaws, this game has a lot of potential. I'm curious how it will improve! 

Developer(+1)

Thank you for taking the time to play and write such detailed feedback!

I'm glad you noticed things like the input remapping, controller support, and mouse calibration. 

The town navigation, tutorial progression, shop flow, dialogue readability during combat, and ESC behavior are all things that could be improved. Well, the browser makes the escape key hard, but I can make it more obvious that middle mouse button is the default "menu" key so you can play the entire game mouse-only if you like.

The comments about combat are helpful. I'll add a separate keybind for sheathing/unsheathing the weapon from abilities.

The next update should have nicer looking terrain and updated sound/music.

Thanks for the heads up on the speech bubbles.  I can make the contrast a bit better, all you missed was that the trainer and beast master give tips and strategies based on current equipment and pet.

The VFX setting mainly effects max number of decals light footsteps and blood (I'll have to separate these, I agree that blood is higher priority lol), max number of flavor physics objects like limbs and fragments, particle lifetime and number, shadows on/off, lights on/off.  Also it scales the intensity of the prediction/smoothing function when connected as a client.

Submitted (1 edit) (+1)

I essentially tested the fighting system (with the sword) and a little the secondary weapons like the shield and the magic wand and a delivery quest. It’s funny even if my only working method is too spin and spin over and over. i will try your game again later. It has potential.

Developer

Thank you for playing!

I'm glad you enjoyed experimenting with the combat system and offhand equipment. Spinning is definitely a valid early strategy, but the weight of mid-late game armor and weapons impact stamina a bit and make continuous spinning less viable without specific skill builds.

I appreciate you taking the time to leave feedback, and I'd be interested to hear what you think next time you play too!

Submitted (1 edit) (+1)

From the main menu the Settings screen can be a bit hard to read. It would be nice if the background was a bit more opaque. This was most notable in the Video settings where the text was over top of the main menu's button text.

On the character creation screen it would be nice if there was info on all of the Personalities.

While I was reading the update info there was some flickering of the game. It also looks like the game had already started playing as I saw someone moving down the road while typing this and it looks like there might be a day/night cycle taking place. Before I closed it I was on Day 2.

I went to the training hall and started to move around. I've played some games using this style of circle the mouse around to attack, and it is not a style I particularly like. The lack of a cursor also made it a bit harder to get a feel for where to move the mouse to get a good circle around the character. When I tried to do the special by holding the right mouse button, the target wanted to be on the right side, unless I was actively moving my mouse another direction. It would be nicer if it kept the last direction and only went back to the right when I moved that way.

I pressed Escape to pause the game while I typed this, and under what I though was the "pause" menu I got a popup about completing something and gaining fame. I only glanced at it as I typed this, and it auto-closed.

When I tried to continue the game, it would no longer recognize mouse movement to move the character or aim. I could go back to the menu and the mouse worked fine. I could right click and use the special, but not move the target cursor. The cursor was on the right side of the character, though the projectile/attack went down-left.

I quit to menu and tried to play again. When I returned to the Training Hall it popped up a message about clearing Stage 0. Pressing continue kicked me back to the overworld. I had not made my way over to speak with anyone yet, so still have a message to speak with the trainer, which I don't seem to be able to do.

I tried visiting other menu options for the town and each of them gave me the Stage 0 Cleared message, with 1 button to press that returned me to the overworld.

I decided to explore the map a bit and finally found some orcs. I entered combat, and got the same message, which also ended the combat when clicked.

I refreshed the web page and loaded from my profile, and that allowed me to take part in the fight. I was very unprepared and after a little bit of flailing about I returned to the menu.

I see that you have been adding multiplayer aspects to the game. When I first went to the Training Hall it said someone else was there and I could join them. I prefer single player games, so would be more interested in playing if there was an option to disable multiplayer interactions. Of course, the combat isn't really my thing either.

Thinking on it, maybe if I redid the mouse calibration and played with those settings I could have found something that made the swinging work a bit better for me. I was not doing well getting it to spin well. I'm adding this as an edit later, after closing the game, and don't feel like going back in to retry, but figured I'd share the thought.

The description sounded neat. I've not played Hammerfight, but did enjoy Arcanum and Magicka. Unfortunately, the combat mechanic just didn't work for me. Add to that the multiplayer, and I'm not the best reviewer for this game. Good luck with your project.

Developer(+1)

Thank you for taking the time to write such a thorough report!

The Training Hall showing up with a Stage 0 message and getting stuck in that state through multiple match starts sounds super annoying, I'm going to try to recreate that!

You mentioned thinking about adjusting mouse sensitivity.  Did you happen to do the auto-calibrate that pops up on first launch?  If it was still hard to swing after that, I'll take another look at the baseline target for mouse sensitivity (the calibration is because OS, hardware, and browser all seem to require a different setting).

Thanks again for taking the time to play and document everything so carefully.  It's a huge help for improving the game!

Submitted(+1)

I did the auto-calibrate. Actually I played around with trying it a few times, because after I saw the second and third speeds being asked for I felt my first time through was a bit fast for the slow part, if it was going to want multiple speeds. I got very different results. I think that with a better idea of what it is for I could experiment and find a better setting.

I'd have tried more if not for the bug. That combined with the other aspects I wasn't as fond of all combined to have me decide to be done, and not really want to go back when I thought of the sensitivity, even if I had gotten past it. We also recently did another jam, and I'm a bit burned out with reviewing jams games, so didn't have as much energy to push through and keep playing. Maybe I'll try again in the future. The game had some interesting looking ideas.

Submitted(+1)

I've never played a game like this, the combat felt a little odd but also satisfying at the same time. I could have missed something but it was a bit hard to control the sword, really had to swing the mouse in circles to get it to move. There is a lot of content, easy to get lost when there is that much stuff going on. Overall game was fun, had fun in the arena fights and seeing all the different things in the game. For sure a unique game. 

Developer(+1)

Thank you for the feedback!

I'm glad you enjoyed it overall, especially the arena fights and discovering everything that's packed into the game.

The combat definitely has a learning curve, and you're not alone in mentioning that the sword can feel difficult to control at first. I'll keep working on improving the onboarding and controls so players can get to the satisfying part more quickly.

If you happened to try any of the other weapons, do you think one of them would make a better starter weapon than the sword?

I appreciate you giving it a try and sharing your thoughts!

Submitted(+1)

I didn't try any of the other weapons, sword play was fun just felt hard to get moving. I did enjoy it and the game feels really unique. I think you have a good thing going here, looking forward to what you come up with. 

Submitted(+1)

Hello,

I played this game on a windows 11 laptop in moz.

It’s not a gaming laptop so there’s that.

My gameplay

Played the tutorial first. Note that I have never played any of the games you mentioned and am not used to this style of movement and combat. Regardless, I found the combat to be funny and surprisingly intuitive. We spin to win? Hell yeah! lol That being said I can’t claim I am any good at it.

Started the area rounds. Won two of them quite easily, and started feeling good about myself so took on the most expensive quest and set out on the long journey.

The map was pretty massive and I was quite surprised by that.

When I reached the bandits I realized that I had overshot. But when the level started my game started lagging to the point that it was a slideshow. Now I am unsure if it was because a long play session or that the enemies were too many and that was glitching the game. (Looked for an exe but noticed there wasn’t one)

Positives

Combat is fun in general. Liked the simple character builder at the start, map seed and everything It is clear you have spent a lot of time in the game The art is also quite nice, blender models and all

Potential points to improve

  • The music got repetitive really fast.
  • the lag issue I mentioned, of course.
  • A better tutorial? At one point multiple tips started flashing below and kept getting replaced by new tips in quick succession, too fast to read
  • Damage numbers could be more clear and slightly larger? i did not seem to care too much about what part I had hit as long as I hit something lol. Sometimes it was unclear that I did.
  • The spare mechanic was not too clear.

Overall was a fun game. I will be following your development journey and you have any questions feel free to ask!

Developer(+1)

Thank you for taking the time to play it and write such detailed feedback!

It's especially helpful hearing from someone who hasn't played games with this style of combat before. I was glad to hear the momentum-based combat ended up feeling intuitive despite the learning curve, that's something I've been hoping for.

The slideshow performance during the bandit encounter is definitely something I'll investigate. Thanks for mentioning your setup and when it happened, that will help reproduce it.

The tutorial feedback is also really useful. The tips replacing each other too quickly wasn't intentional, I'll space out the scrolls on the pillars that display those tips when you get close. I'll probably need to take a fully new approach onboarding, to clarify the spare mechanic and other aspects I'd like players to understand without needing to guess.

Making hits and their effects easier to read is something I'll keep iterating on, good to know the body part hit is not that important.

Thanks again for the feedback and for following the project!

Submitted(+1)

Tutorials are notoriously difficult to make! Don’t sweat it.

Submitted(+1)

I found the controls in the battle scenes very weird. Controlling both the movement and angle of attacks with a mouse is very difficult. I'd recommend playing Hotline Miami and just stealing how they do this kind of combat. I couldn't tell if I was winning that trainer battle or not, but i started just spinning around and that seemed to work. If that's the combat your going for then fair enough. The colour of the text compared to its container bright enough. Making the text hard to read. Saying all that, the game looks interesting, I wish could of played a bit more, but the combat system bested me.

Developer

Thank you for the feedback!

That sounds frustrating, which text was difficult to read (menu, tooltips, callouts over characters heads, HUD popups)? 

The mouse movement combat is inspired by Hammerfight, where you transfer momentum from movement into your weapon for melee strikes.  So if you don't like that game, this one isn't going to be fun to play either.  But if you did, I'd love to hear how to improve the controls to get closer to that level!

Submitted(+1)

Ooooow, that makes more sense. Ignore my previous suggestions. The web build ran really slow, so thats probably why didn't work that well for me. If you make an exe. itd probably work fine. it was just the text general. It wouldnt need a huge change, just an increase in the brightness of the text compared to its background, and maybe increase its size.

Developer

It's still a good suggestion because it shows I didn't communicate that to new players!

Thanks for pointing out the text brightness, I'll tweak the contrast with the background.

Thanks again for the feedback!

Submitted(+1)

Playing on a bad, old computer, so it wasn't very fun and I don't have a lot of good things to say. Might track down the save and move it to my other (significantly younger) computer. Played like 4 fights.

I got the egg and hatched it before the quest got to that point. It later finished, but the tutorial was stuck waiting for me to hatch it for a bit.

I did a delivery quest and had to return to where I got the quest to turn it in, with the time limit still active. Feels counterproductive from a game design standpoint and illogical from a worldbuilding standpoint.

Small towns have flashing borders like they're important, but when you go to them nothing happens

Maybe you should get to know how many days away a quest's objective is before you accept it?

Updating stats top to bottom when you enter the party menu feels more annoying than stylish. And it warps the size of the UI it's on when you change to allies since they have behavior stats.

Got in a big and very laggy fight (bounty hunting. The level had a strong light in it with harsh shadows. And like 5 or 6 enemies.). Died and tried again with very turned down settings. Won, but it took a long time due to being a level 2 character and wasn't very fun and it was still a little laggy. I definitely give up on using this computer for this game.

Also, I'd occasionally run out of the unmarked borders of the map and get a popup for whether I want to leave, which does not pause anything. Since it's meant to be multiplayer drop-in, it makes sense that there's no pausing, but maybe use some other UI element than popups. E.g. a timer starts for leaving the battle, and you can cancel it by going back into the main area.

Needing to visit different parts of the city to do things feels very awkward. Part of the problem is that there's a crash zoom and then a lagspike every time I enter somewhere. Might be more comfortable if it it was smoother.

I kinda think [feeling like a cohesive RPG] is a trap. The core mechanics are deeply silly, so the rest of the world kinda feels like it's. Supposed to exist in juxtaposition to it as a joke. Or. Supposed to be a parody of other games. Maybe it would have been funnier or felt more worthwhile if I had played with other people.

Developer

Thank you for you detailed feedback!  I'll take another look at the tutorial skipping already-accomplished steps, I thought it was working but I didn't try every combination yet.

Good point on the delivery quest.  No quest can fail by waiting too long to turn it in after accomplishing the required task, I should hide the time left at that step for all quests, and have the deliver cargo option just give you the reward without needing to turn it in.

All POIs flash on initial load, I'll just need to turn that off if it's distracting.  They also flash on mouse-hover.  The towns are POIs for Town-defense and delivery quests, but I haven't added anything to do there if you don't have a quest for that location.

Good idea on the "how far away is this."  I use that info to calculate the quest rewards so it can be inferred to a point, but revealing it directly would be helpful.

Thanks for letting me know about the party menu being annoying, I'll try to refine that!

Sorry about the lag, it should auto-scale the graphics down if framerate is hitting like 30fps, but I haven't seen lag at the lowest graphics setting before.  I might be able to find something else to optimize- are you able to provide information on your computer specs/OS/browser?

I really like the countdown mechanic for retreating from battle!  The popup is mainly a holdover from leaving a town location.  That crash-zoom/lag spike was supposed to happen while the loading screen was blocking your view of all the particles initializing! Thanks for letting me know that's not happening, I'll need to figure out how to recreate that. 

I wasn't trying to make it silly or a parody, is it the programmer art that makes it that way or something else?

Thanks again for the really detailed feedback, it's extremely helpful!

Submitted(+1)

Comedy: Spinning wildly is inherently comical. Jumping around on one leg in combat is inherently comical. Any attempt to be serious in other aspects of the game will exist in dialogue with that comedy. The programmer art and dumb AI and bare minimum RPG mechanics doesn't help, but I don't think the game can ever be something you take completely seriously and that like. Has Immersion.

Computer: Windows 10. Cheap gaming laptop from like 8 years ago, not really something to put in an effort to make it work on. Firefox, with. Notably another browser and also Godot open in the background. So might have performed a little better without those.

Played on the other computer. Seemed to work ok regardless of quality.

Couldn't find save data in the normal place for Godot, so started new save.


General opinion on the game after playing a few hours on that save: 
Neutral. Felt kinda mind-numbing to play. The most fun gear I used was halberd+free hand. Did not use mercenaries, only pet.
Hardest things I fought were. A group of 12 orks, Like 15 levels of arena (the last fight I had was one where a new group of enemies kept getting teleported in multiple times.). Centipede (cheesed with the explosive spells). Did not fight balrog. Did not play any multiplayer. Didn't use magic much.

The core mechanics are very simple, and I don't really see a surefire way to add enough depth to like. Justify playing it for a long time. And justify spending a lot of effort making it.

STUFF THAT COULD HELP:
- smarter enemies / aware of each other? E.g. counter stabby tactics by spreading out and not charging right into the spear, counter spinny tactics with stabbing or ranged attacks if they have good gear for it.
- Spells are combined in more interesting ways? It's not just 3 different colors of the same ability. 
- For future ability additions, maybe think about abilities that care about and manipulate your weapon and like. The physics in general. The big draw of the game is the physics-based combat, so focus on things that complement it. That are either fun to use alongside it, or fun to fight against using it.
- Focus on multiplayer? Maybe especially PVP? You kinda inherently get smarter enemies, but it's very dependent on a player base. I guess part of focusing on PVP would be. A way to seamlessly change the game between PVP and PVE when there is an opportunity, similar to Dark Souls. Except, you can't guarantee the game will be popular, so you can't really have people sit around waiting queued for PVP with nothing to do.

PHYSICS BASED ABILITIES IDEAS:
- Pull your weapon back as part of stabbing or to cut closer enemies
- Make it automatically orbit you so you can run at someone at full speed
- Pull an enemy towards you
- Summon gravity well that pulls in everything
- Weapon size manipulation
- Shoot out an object and then when you activate the spell again, pull it back to you through enemies
- Make your weapon sticky and simultaneously make your feet sticky (increase your weight for physics purposes without reducing agility much) so you can stick to an opponent's weapon and fling them around
- Create obstacles to make it harder to swing things around.
- Lingering AOE to deny area, e.g. slows characters in it.
- Ways to attack enemy stamina.


BUGS AND ANNOYANCES:
When you do the pet magic upgrade, you can't cancel out of the screen where you select which element. That causes an empty textbox to appear at the top instead. 

When the trainer summons elementals, they're aligned to you and attack him.

On my first playthrough, the mercenary offered in the tutorial was way too expensive. Like I think 3000 up front, and at least a hundred per battle, maybe more than a thousand. Second playthrough it was 100 up front, 10 per battle. Is it randomly generated or is it supposed to be scaled to level?

Name tags for short names aren't centered. I named my second character Guy and his pet Lizard, and their names are off to the left instead of right over them.. Also, the character name text is hard to read on some backgrounds, particularly I had issues with an enemy (red) name on the map with the. Black around the sides, very few objects, light source in the middle, speckled beige pattern on a lot of the ground. Maybe have an outline on  the name tags.

Enemies tend to face in random directions when they aim? They don't really aim at me, they just stand there for a bit pointing in whichever direction they started aiming in.

The background music on the map is very annoying.

This is a Godot thing I recently learned: Z-index doesn't affect what control the mouse is pointing at, it just affects how things display. If you want the big tooltips (e.g. when you hover equipment) to be in front of other textboxes for the purpose of the mouse, you need to do that with canvaslayers or by messing with the node order. The way it is now. Visually it's in front, but if you try to hover text on that tooltip, if that text overlaps other UI boxes, it won't work. 

Tooltips don't appear anymore except when I'm on the map screen. When I change screen, sometimes a tooltip seems to flash for a moment. Maybe it has something to do with my character having regeneration, which is shown as a status effect I always have? And like. Tooltips show in front of your character? So the status causes the character display to take priority? Regeneration doesn't really need to be shown as a status.

At one point (having gone back and forth to write and had the game running for a while) I lost control of the character. Any time I enter a level, I can't control him, and pressing esc causes the mouse to briefly appear and then disappear again. Opening menus works like normal and I can control the mouse, but when I close them again, I still don't have control. Closing and opening the tab fixes it.

Developer

Thank you for taking the time to come back on a second machine and play several hours, that's very helpful!

I like the gameplay suggestions for abilities interacting directly with weapon physics and smarter AI reacting to different fighting styles.

Thanks as well for the detailed bug list, I'll work through reproducing and fixing them.

The PVP mode is "versus" in the arena, where if there are no other players available you just start fighting a "ghost" team of some other player's party being controlled by ai (instead of queuing).  This party is removed when the first human opponent drops in, and the mode supports 4 player controlled party FFA.  I'll look at how Dark Souls did PVP to compare.

Thanks again for putting so much time into testing!