- Nov 21, 2019
- 357
- 1,133
Thank you very much for the suggestions!Okay, just played this game so it's time for some feedback. Now, I must admit that I have no smell fetish so I won't comment on the content but only on the technical stuff. I am also not mentioning the art assets, since they where amazing.
Issues:
1.) The transitions between maps:
Basically the way you enter and exit maps is not always working properly. Example: the transition between the town and the outside of the mansion. You exit the town to the right but you have to go up to go towards the mansion. Since you can't see that you will always move to the right where you can't move one since there is a tree in the way. So you turn back where you leave the mansion because you spawned at the edge of the map. Meaning that if you move in the wrong direction and correct your placement you accidentally exit the map.
There are multiple examples like this. As far as I can see the following rules should fix these problems:
(a) You always exit on the last tile of the map (or trough a door)
(b) You enter on the tile next to the exit (not on the exit but at least one tile away from the edge of the map)
(c) A entry that is wider than one tile should not contain any obstacles for at least 3 tiles (so you can't run into them)
(d) if possible you enter a map in the same direction that you exited the last map
2.) The freaking pickaxe:
Alright, this might just be me but I hate when you buy an important and expensive quest item and then the thing breaks for no good reason. Its just unrealistic. So unless you want to add an subquest where you beat up the salesman for his bad quality wares, I personally would enjoy it if the pickaxe would have a bit more durability.
3.) The freaking pickaxe (again):
Alright, this time I complain about the pickaxe that can be found laying on the floor at the top left corner of the caves where the two goblins are. I mean, I spend like 3 min to pick that thing up since I believed that would be the way to solve the whole "I need a pickaxe" problem.
4.) Day/Night cycle:
Leaving town and directly coming back causes you to loose a day. I suggest to put the trigger a bit further into the forest.
5.) Combat:
I actually like this combat better than the traditional RPG combat. Maybe because I played too many RPG games or maybe because it gets repetitive? Going trough a lot of menus is cumbersome. That being said, a bit more freedom on when/how I hit things would be nice.
I would suggest the following mechanic: one button to hit, one button to block. You can't move while blocking. However I know how unflexible/hard RPG maker is to program. So I guess, do whatever is feasible?
All in all an amazing first beta.
In the next version I should have fixed the problems with the pickaxe and transitions between maps.
And now I check what I can do for the day-night cycle.