Iteration 3

Hey!

I took the liberty of firstly moving the Hero thread to the Games section and secondly to start the feedback for iteration 3.

This is a really good game! I'm no rpg fan but this is really nice. The only things I have to complain on are mostly user interface and usability related:

  • I want to left click to pick stuff up.
  • Remove "seen player", it's quite obvious that you have been spotted since they attack you.
  • For me it's not obvious what the different numbers on items do, rpg fans however might understand them completely Sticking out tongue For example what do I need to do to get one of those "red" items to be usable
  • When managing the inventory I tend to drop stuff back into the game Sticking out tongue
  • The stats displayed when fighting obfuscates too much of the game, I want to see the fight! Check how for example WoW does this...
  • I want more variation! More enemies! More varying environments! More more more!

Keep it up!

users avatar

Thank you for the feedback,

Thank you for the feedback, I agree on every issue there...

I just wait for the LMB pickup until I get pixel-picking working...

And red Items have a higher level requirement, should be screamed in the face of the player of cause and not just "min level=5"

More variation is in the pipeline...

The release goals for iteration 4 (not set in stone yet) is:

  • Improved game play (from feedback)
  • Enabling more advanced quests (no scripting, just C++)
  • Customized dungeons (now every dungeon is randomly generated automatically from location seed)
  • Improve game system, get more skills and improve and balance the current skills.
users avatar

i actually played the game.

i actually played the game. that is a compliment. i played diablo for two minutes and hero for 40 minutes maybe. so: good job!

some thoughts:
what do i do with "dodge"? does it help me?

i could use the red armour and weapons. i wasn't supposed to, right?

how does the purple xp-bar work?

when i clicked on map- i had trouble coming back to standard size. maybe if i click again om map it will be bigger again... but, no. can that be an idea?

when i am standing at the exit it would be great if it says over the "exit level" if i missed some treasures.

but nice work!
/mad

www.colourmad.com
www.johno.se/whiskey

users avatar

Thanks for the feedback

Thanks for the feedback mad!

dodge, temporarily increases your parry and dodge values (enemies wont hit you as easily), but the main reason for dodge is actually to wait for enemies to come to you... maybe I will skip the dodge part and call it wait...

A the red armor is just armor with higher level, so when you reach the level you can use them. I guess red color indicates that it is not usable Sticking out tongue

The XP-bar is very unfinished, right now it shows total amount of xp collected and not just the xp to next level part...

I will remove the map button all together and use the mouse wheel to zoom in and out instead...

Good Idea with the treasures, I will have hidden doors too so maybe a small hint if there are secrets areas left in a dungeon would be nice!

This is a perfect example why early feedback rocks, it makes me remove stuff that stinks and get lots of inspiration for making the game better and more interesting!

New iteration release on Friday!

Daniel

users avatar

red armour

but i used armour for higher levels... and weapons.

www.colourmad.com
www.johno.se/whiskey

users avatar

oh that sounds like bugs

oh that sounds like bugs Sticking out tongue

users avatar

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