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BIG UPDATE — Playtest my browser survival game, Veylora!

A topic by winstonfu14951 created 27 days ago Views: 385 Replies: 13
Viewing posts 1 to 8
(3 edits) (+1)

Hi! I’m a solo developer from Taiwan. Veylora is my first game, a semi-open-world survival adventure you can play right in your browser—no download needed.

Chapters 1 and 2 are now playable! I'm planning five chapters in total, and Chapter 2 brings a new area to explore, new enemies, and more story content.

I'd love honest feedback on the combat, exploration, performance, and anything confusing. If you find a bug, please tell me where it happened!

Tip: Don't forget to explore the waterfall in Chapter 1!

Here are some in-game screenshots! The game supports both English and Traditional Chinese.

 


Play: https://veylora-chapter1.pages.dev   Best played on a computer with a mouse.

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To be honest, I've put a lot of hours into this and actually beaten the game. I gotta say, it's easily one of the few games that feels genuinely well-made and polished.

That being said, they really need to add a lock-on feature. The map has way too many invisible walls, and we desperately need a dodge button (like a roll or blink) so we don't just have to tank every enemy hit!

Thank you for spending so much time playing the game and finishing it. It really means a lot to me, and I appreciate you giving such detailed feedback.

I’ll consider adding a lock-on feature. I agree it could make combat smoother, especially with several enemies.

About the invisible walls: for now, they’re there to limit how far players can explore in this version. I’m curious which parts of the map felt like they had too many. If you remember any specific spots, let me know so I can improve them.

As for dodging, I do plan to add a dodge mechanic. I haven’t decided yet what form it will take. It could be a roll, a dash, or something more unique.

Thanks again for playing the whole chapter1 and sharing your feedback. It’s really helpful

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When I mention invisible walls, I’m talking about areas behind the torii gate. One easy solution would be to mark that off-limits zone on the map to make it really clear. Also, making players use the cat transformation right away doesn’t seem like a good idea. People will probably just get confused.

Hey, thanks again for your feedback!

I've just released an updated version of the game, and I actually implemented all of your suggestions!

- V to dodge roll

- T to lock onto enemies

- Cat transformation is no longer forced

- The map now clearly shows which areas players can and can't explore, instead of relying on invisible walls.

The update is already live on the **same link**, so I'd love it if you could give it another try whenever you have time!

Also, Chapter 2 is coming in just a few days, and I'm planning more updates to the Chapter 1 map as well, so stay tuned!

Thanks again for taking the time to play my game and help me improve it. Your feedback really made a difference!

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The semi-open-world survival concept looks promising! I like that exploration is encouraged instead of just pushing players forward. I’m curious — are you planning to add more hidden areas or rewards that make players want to explore every corner in later chapters?

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Thanks for playing the game and sharing your thoughts! Your feedback made me realize that exploration should play a bigger role in the experience.

I’m working on Chapter 2 now, and I want to give players more reasons to explore different areas instead of just sticking to the main path. I’m still figuring out what kinds of rewards or hidden spots to include, but I want checking every corner to feel worthwhile.

I’m also trying to balance exploration with the story. Some players felt that Chapter 1 needed more story, so Chapter 2 will have more narrative content while still giving players plenty of freedom to explore.

(+2)
Managing a browser-based semi-open survival game solo is a massive effort, and Chapter 1 has a very cool premise. As you build out Chapter 2, I can help out with 3D survival items, tools, or structures. To make it completely risk-free for you, I'm down to make 1 model from your backlog for free so you can check my work firsthand. Hit me up on Discord (antinarrys) or email (roman.zbor.uk@gmail.com) if you want to test a sample prop.

Thank you so much for getting in touch and offering to help. I really appreciate it.

For Chapter 2, most of the assets I need are pretty simple, so I think I’m covered for now. Later on, though, I might need more custom or complex assets, so I’ll definitely keep you in mind and reach out if I need help.

Thanks again for offering to help!

AI-assisted opening check from NextGenRunGames: the torii frames the entrance clearly, and crossing it brought up “Find the chip in the ninja village.” One clarity suggestion: the controls strip names X Frost Whirlwind and Q Blade Swap, while the Z paw icon shows only the key. A short ability name or “unlocks later” cue, if that is intended, could explain that slot. This was only the opening; I haven’t collected the chip or tested combat, Chapter 2, or later balance.

Thanks for taking a look at the opening and for the very clear feedback!

Good spot on the Z paw icon. It's the cat form icon, just not at all clear in the current layout as compared to the other abilities. I'll have a look at adding a short label such as "Cat Form" to make the controls more consistent and self explanatory.

I're also pleased that the torii gate and first objective were unambiguous. Thanks for being so specific about how far you actually tested that too, it makes the feedback a lot easier for me to assess.

really well polished menu's and excellent scenery. The cat transformation as a spell is very cute. The cat walks slowly and runs very fast looks very cute but maybe too slow walking? I died very quickly against more than one enemy and really wish there was a way to health yourself. Making the shrines and buildings something the character can walk into and transition to inside buildings would be great. sounds effects were good! The swing on the sword of the main character doesn't extend naturally in the animation but is a lot of fun with the controls. 

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Thanks so much for playing and for your feedback! Really happy you enjoyed the scenery, the SFX and the cat transformation!

I actually worked out the cat's walking and running speeds on the basis of real cats. The idea is that you run when you want to get from point A to point B quickly and you walk when you want to take your time and explore and discover the various Easter eggs.

There's actually a spot in the ninja village where you can heal yourself as many times as you like! After you've passed the torii gate, turn right and go up the steps. There's a little pavilion there where you can heal.

I really like your suggestion around making the buildings explorable and I'll certainly look at adding in the interiors in future updates!

And I totally agree with you on the sword animations. They still seem a bit unnatural so I'm going to go and improve them by looking at games such as Elden Ring.

Thanks again for the very detailed feedback, that's massively helpful in terms of improving the game.

(+1)

Big update is live! Veylora now has smoother sword combos, dodge rolls, a new dragon and masked swordsman boss battle, healing drinks, and improved visuals, effects, and audio.

Both chapters are playable in your browser—no download needed. Thanks for all your feedback, and I’d love to hear what you think of the update!