This demo includes a playable overworld, a new dungeon (the Minotaur Temple), some updated graphics, and general improvements to make the game play more smoothly. Check it out!

@Nakoichi@hexbear.net Pin please? powercry-1

EDIT: Thanks for pin heart-sickle

  • PorkrollPosadist [he/him, they/them]@hexbear.net
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    5 days ago

    lets-fucking-go

    Some feedback:

    • I looked away for a moment and wasn’t able to finish reading the intro text. I suggest changing it so it is dismissed with a button press instead of a timer, to make it a little more accessible.

    • The ratfolk are incredibly cute.

    • The crossbow traps start to feel gimmicky by the fourth one, though the gameplay of deflecting the bolts is pretty good. Particularly the way it is required to navigate to the end of the side room with the tricky platforming. I might try to throw some more of this platforming at the player then spring one of the harder 3/4 direction traps on them after they’ve had to deflect some bolts in other scenarios.

    • While the dungeon wasn’t exactly linear, I feel like it could use a couple curve-balls. I might be biased though, since I have been playing a few classic Zelda games recently, getting utterly lost (for hours) in the OOT Forest / Water temples for example. On the other hand, it also makes sense from a design perspective to start the player on a more simple dungeon and ramp up the complexity, so as a first challenge it is fair.

    • Speaking of Zelda, one of the really cool things about the classic dungeons is the variety of things to look for. You aren’t only looking for keys, but recurring items like the map or the compass, and most importantly, the special items which are A: really cool. and B: also serve as a sort of key, unlocking many aspects of the current dungeon. Saving the power-up for the very end of the dungeon (like the “stomp” ability) kind of limits progression within a dungeon to searching for and collecting keys (though obviously it does unlock many areas of the overworld later on). It feels there is room to develop this aspect of gameplay. There doesn’t seem to be much in the way of an inventory, but I imagine at some point you might want the player to manage various quest items, or collect various things around the world like gems or insects or pogs or who knows what. You don’t need to rip off Zelda, but I think the way items are used to create puzzles allows for a lot of variation in the dungeons and prevents them from being too repetitive (even while they follow a similar formula). Figuring out how to activate crystal switches with a boomerang, overcome obstacles like ice, fire, large boulders, spider webs, etc, activate switches with arrows, etc.

    • The controls screen is a mild spoiler, revealing abilities you will eventually learn ahead of time. I looked at it and noticed there was a button to stomp and to heal, then was confused when those buttons did nothing. Later on, I figured out what was going on, but figured I’d mention this for your consideration.

    It looks like you’ve got a lot of the core gameplay mechanics down, and are well on your way to actually building things with them. I am excited for you.

    • BeamBrain [he/him]@hexbear.netOP
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      5 days ago

      Thanks for playing, and for giving the feedback! I’ll take this all into consideration in the future. And I’m glad you liked the ratfolk.

      There doesn’t seem to be much in the way of an inventory, but I imagine at some point you might want the player to manage various quest items, or collect various things around the world like gems or insects or pogs or who knows what.

      That’s what the emblems were supposed to be for cri

      • PorkrollPosadist [he/him, they/them]@hexbear.net
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        5 days ago

        I got the impression these were collectables to trade or unlock something later on. Their purpose isn’t obvious in the context of the demo, beyond their canonical description. :)

        Just saying, side-questy items can be a fun thing. Like trying to find trading cards or beanie babies or hats. Gives the player a reason to explore the world in depth, figure out what’s at the bottom of this cave or at the end of that forest path, rather than just trying to burn rubber on their way to the next dungeon. Also things like trade quests, which can bring you from place to place. It can be a good device for introducing the player to various NPCs, slipping some lore in, fleshing out a sort of in-world culture and economy, etc. Could also unlock certain stores / events and stuff, optional (or not) game progression (like some junk-monger’s wagon broke down and by finding them a wheel, they set up shop in a nearby town and you can get items from them). Helps give the impression that the player’s influence on the world is manifesting in both big and small ways. It also makes it so NPCs have something to offer the player beyond a wall of text :)

        I imagine this is probably a process which happens pretty late in development though. There has to be a main quest before you get bogged down in side quests, and it is hard to balance optional items / abilities / upgrades before you know what the standard route will be.

          • PorkrollPosadist [he/him, they/them]@hexbear.net
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            5 days ago

            Another thing (sorry!). I notice that the NPCs do not have names. Some of them have some pretty interesting things to say. One of the most memorable interactions to me was the soldier who says, “I never dreamed I’d end up fighting the Ratfolk.” I think it might be a good idea for these to be named characters, with some degree of an outlined back-story (even if the full back-story is not revealed directly in the game).

            As the plot progresses, I imagine the player might encounter these NPCs in different locations, and having names would help make it clear that the player is talking to the same person they encountered earlier in the story. Especially considering that many of them are refugees - their location is temporary, by definition. The character I mentioned, this is a person I’d be interested in talking to later, to see how they react to circumstances as they change. There is a conversation to be had with this person after the malign influence of the miasma fades away and the Ratfolk return to normal (assuming this is where the plot is going). Even if it does nothing to actually drive the plot forward.

            It can also help when you have a situation where one NPC instructs you to talk to another. I think of games like the Earthbound/Mother series, where you enter a village and there’s an important person you need to speak to, and various NPCs in the area will name-drop them help give the player direction.

              • GalaxyBrain [they/them]@hexbear.net
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                5 days ago

                I haven’t played yet but I love when NPCs do these things in games. Even just when their dialogue changes to reflect big plot events that they’d notice. It’s something I find lacking in say Skyrim where there are certain NPCs that are unique and you can talk to where others are generic filler who spout one of 10 lines when you press x to talk. I’m more willing to believe a less populated area where everyone is unique and a character, no matter how minor. 2d 16 bit means sparker populations and no generic guys anyway but the unique weirdos you meet in Zelda games who aren’t important are one of my favorite things about the series. You’ve got Old Guys in Caves saying weird shit in the first, you’ve got Error in the 2nd. LttP doesn’t have as many memorable Randoms…Links Awakening and OOT really ramp up the memorable NPCs and Majora’s Mask is pretty much all about that. Wind Waker is of course not at the MM level but for a more trad Zelda it fucking kills it with the NPC game. I can remember everyone from that game and could describe anyone from windfall Island’s deal. After that it kinda diminished imo. It’s what brings a good solid adventure game over the top for me. Having a sense of setting and purpose in that setting is equal to the puzzles, world map, enemies, items, dungeon design etc to me. Unless all the rest are exceptionally great I need that whimsy or whatever to keep me there. I love animal crossing and will dick around in a fun town with neat NPCs all day.

                  • GalaxyBrain [they/them]@hexbear.net
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                    5 days ago

                    Hell yeah, if I’m saving the world I wanna know who I’m saving and by the end wanna be like 'I’m doing it for mustache sprite guy who’s trying to dig a hole but there’s ore in the way but he said it in a way that ‘ore’ was presented in blue text so I knew I’d be running into ore sooner or later. That guy did me a huge solid and I won’t see his family killed!"