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Ok I went to the end, it's a really fun take on the genre where I feel like my choices really matter, and it's not just do this long enough so you can do the next thing. That being said, it's really hard sometime to find how to do something: I could not get to 300 destiny or gold for beginner warrior for example. You need to find the right balance between having the player look for things, and giving him the tools to actually find it.
Items need line for stats, and some sorting: have a tab for combat and non-combat for example. Also I'm pretty sure I lost some items because my inventory was full ? That's not good for an idle, maybe consider allowing for infinite inventory or a "storage space" where items go when your inventory is full.
It's weird that abilities are used one after the other, but it makes sense when you don't have enough regeneration to only use one. That being said, I'm not sure if having all of them always activate would be better.
The story is not put in the front enough. You should create text that last longer and is not lost in the middle of useless informations, and a tab to review everything the player did.
Lots of things need to be automated. Upgraded from item point level 1 to 2 when the bar is full for example, or the focus bar.
Also PLEASE have a skill bar for dungeon, and another one for out of combat. Or simply remove the production skills and find a better way to implement them. It's really frustrating to have to micro manage this, and when a skill is blocked because you don't have resource it's extra work to remove it from the list. Maybe instead have a production goal with a priority system or something, so you can say how many you want of each resource, which one to focus on, and so on.
Overall very interesting, I'll play the next iteration :)
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I've quite enjoyed this game so far, but I've had some thoughts on what I would improve as well:
Biggest thought is that as the UI stands, it takes a bit of figuring out how the game even works. I think adding a Help tab that explains each tab in detail, how to read item descriptions, how skills work, etc., rather than having the question mark with just a blurb on each page.
Ditto on the fact that the story elements need to stick around. There should be a log of what you've done so you can revist important text. I think it would also be cool if the log showed where you had choices. Personally, there were a couple times I forgot to read the hover text on story bits before I clicked the button and the text was gone for good.
The ability tab was mostly self-explanitory, although I think the requirements for unlocking the skills could use rewording. Saying that the swordsman skill requires a sword, for example, doesn't say whether you just have to own one, or if it needs to be equipped. As a side note I think it would probably be fine if training could happen as long as you owned the right item rather than having to equip it. Swapping equipment around just for training seems tedious and doesn't really have any other useful effect.
The item system could use a bit of work. It definitely needs a way to sort your items or apply filters. As it is it can be a bit difficult to find what I'm looking for, and it took me a while to figure how to equip an item in the first place, because the label on the the buttons is kind of cryptic.
As far as skills go, I also think that we need another skill bar. One can be designated specifically for dungeons and another one for out of combat or production. Rather than one at a time, I think it would be better if you could use multiple skills but they all have cast and cool down times. I also think that some skills should have equipment requirements. Being able to use Flame Slash without a sword equipped seems counter-intuitive. Magic skills I could really argue either way as whether you should have the element equipped or not. Skills would also benefit from a sorting mechanism. I agree with OP that production could be it's own separate thing to help, but at the very least having a Production skill bar and a way to show just the production skills on the list would go a long way.
I'm looking forward to future updates regardless! :D
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My main comment is that I wouldn't assume the protagonist's gender.
As it is, I think it's a firly impressive game.
Thanks for making it :)
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