Hello fellow steamgifters !

I just published a gameplay video from my game project called Dark Wizard's Tower. Here is the link.
Please tell what you think about it, I'm open to any form of feedback. Just mind that I know that the village looks really basic, I started it last week...

And here is a little something for your time.

2 years ago*

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Do you like what you see

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Yes
No

"You failed in your attempt to bla bla bla ... "
Just write "You died"
I suspect the player will know the grand scheme of things.

2 years ago
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I thought that it would sound better. It might change in the future. Thanks for your feedback.

2 years ago
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My thought was after a while it would get annoying as you will probably die a lot.
Depending on how difficult you make the game of course.

2 years ago
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2 years ago
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I like that, actually. Feels less empty

2 years ago
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2 years ago
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Great, from the perspective of you getting things done and learning the engine! Definitely not in a release state, but I think you know that. If I could make only one criticism, it would be to increase the player's run speed; it's very sluggish in comparison to any other dungeon crawler.

2 years ago
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I wanted to write the same, the move speed really needs to be faster

2 years ago
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Thanks for taking the time to look at it and write your thoughts. I thought this character as a tank with the idea of creating other characters that will move faster, but I understand that it can feel slow.

2 years ago
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Having different characters that do things differently is a good way to add variety, however this character would still suffer due to their movement speed. Consider if the player goes off in one direction to check if there is any loot, interesting things, etc, and they discover an empty corner of the room. At that point they have to wait just to return to the basic interaction of exploring. If that was just a one-off it wouldn't be so bad, but this game seems to be oriented around the common action of walking, and if a player feels the urge to backtrack because they feel they may have missed a side-room, then it will become tedious very fast.

One way to get around this would be to allow them to move faster, but with a matching penalty or risk factor. Perhaps something like being able to put your shield on your back, allowing you to enter a 'jogging' mode, but leaving you vulnerable if you get ambushed, and returning your shield to your hand taking a moment? If the increase of speed would break the meta of your combat mechanics, then you could simply make it so that sprinting is disallowed in combat (when something is aggro'ed), or that there is a stamina meter that attacking / blocking / etc uses a little of, and sprinting depletes it rapidly.

Game design is tough, especially as how once you're focused on the creation aspect, it's easy to lose sight of how the game presents itself from a purely gameplay perspective. It can be hard to blend those views together. When I managed to teach myself some GMscript and realised that I could in fact slowly make a game, I ended up choking myself out on the sheer depth of design considerations. Figuring out what is truly fun, what is tolerable, and what will get old, while also trying to stack the mechanics together so that it feels like a complete framework worth building towards AND that allows for interesting content that doesn't become samey after a little while? Yeah, that's rough.

You have a framework here and that's great, but don't be afraid to iterate! Finding the magic balance of gameplay elements is a real moving target, and things as small as movespeed / jump arcs / floor grip / motion-weight vs responsiveness / etc can be a real mess to tweak into place.

I suppose it's also worth noting, despite my spammish text here, that trying to make your first game something truly unique and amazing is also a losing battle. Practice, experience, and experimentation are needed. Sometimes the important part is getting the code in and finishing the thing, before you try to really buik up that skeleton with a little meat. The first ventures will often suck to varying degrees, and becoming disillusioned because your first passes aren't your personal masterwork is a surefire way to burn yourself out prematurely.
(like I did, haha)

Good luck, young dev. Its a long path, but if you can keep sight of what makes it fun for YOU as the creator, eventually you'll figure out how to also make it fun for the player too ;D

2 years ago
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Thanks for your detailed feedback. I'm considering the idea of the stamina/endurance and dashing mechanics with the ability to stun enemies with the shield. But all these will have to wait until next week as I'm currently helping mentally and physically impaired people.

2 years ago
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Overall, decent first attempt, needs a lot more polish, but that's game dev.:) My biggest gripe is the combat, it looks quite lackluster and that's mostly due to the animations. Enemies need better telegraphed attacks for the player to accurate respond to them. It didn't seem like the spiders were attacking at all.

2 years ago
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Those animations were made quite fast in order to have something to perform test, it's one of the thnigs that will get refined just before adding new monsters. The thing is I'm a coder not a modeler or an animator. I had to learn these.

2 years ago
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Hi there! I would suggest some way to give doors (or other structures in the future) a semi transparent status when your character (or monster) is behind them. When you get into the first room with the spiders (0:36) the arch blocks your vision, and it can easily make the player run into a monster without noticing (or traps, or a hole, or whatever gets added in the future). You will need that mechanic as game develops if you want to add columns, wells, and other objects that could hinder the view (I don't know how you intend to manage the camera)

2 years ago
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Thnaks for taking time to write your ideas. The problem is that transparency is heavy on performance but I keep the idea.

2 years ago
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Hmm, I have a few things I want to point out but first I want to ask what additional features you plan on adding in the future. Some of my feedback could already be in the works without my knowing, after all.

2 years ago
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There are lots of stuff I am considering implementing. Some of them have already been pointed out by other steamgifter so I know what should be worked first, but you can always list your ideas.
At the moment, the following have already been listed :
Wall/obstacle transparency
Character speed and animation variety

2 years ago
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Interesting. I'm asking because I was curious about your prioritization of features. Wall/obstacle transparency is more of a 'QOL' feature and should be middle to late priority. The game can be finished with it never being implemented but it'll feel a bit different (for example, keeping the opacity and removing the map entirely is a valid solution, albeit it probably becomes a different genre, and so is simply coding monsters and traps to avoid/never spawn near doors). Character speed and animation variety is more an early to middle priority as it directly impacts player enjoyment and directly alters the flow of the game.

Divided into early, middle, and late priorities, I'd say:

*Early priorities include: animations (many actions lack weight or lead ups, including certain attack animations, which is really really bad for this sort of game), incentives and the positive player feedback loop (you are able to make a break for the stairs, and dying was much more likely to happen when clearing out a room so why should I or anyone clear out a room then?), pacing and flow (you're better off deciding as early as possible whether you want this game to be fast tempo or slow tempo because it's pretty slow rn)

*Middle priorities should be for when you have a decent groundwork to work with and are now adding/removing features to differentiate your game from the pack and give it flavor. These can include: important QOL issues, art direction, sound direction, plot, etc.

*Late priorities should be polish at this point. Still too early to add anything, aside from the basic QOL things

So far, you have a decent basic framework for a game. A bit slow-paced for my taste but completely workable if the combat is designed for such a pace. Also, for some reason I find how the pillars zip by as the camera pans over the room pretty charming, which might be why I'm against wall/door transparency. I surprisingly have no gripes about the camera work. Usually the cameras for these sorts of games are more finnicky.

Here's one suggestion based on another guy's criticism: instead of putting the spotlight on the player's corpse (the player of course knows they're dead, no need to clarify it), maybe put the spotlight on the monster that killed you instead? In more hectic situations it can be very good information for the player to know (especially if they were dogpiled or if it was a trap) and it fits with the current death message. It'd very well be new information the player can act on as well, assuming it's workable.

2 years ago
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Thanks for the ideas about how to set the priorities for the different things that need to be improved. I think there will be some iterations before an early release.
The idea of putting the spotlight on the monster which killed the player is doable but I'm not sure it would be pertinent as damage is delayed.
I didn't get any feedback about the sound and music, what did you think about it ? As I did every thing from scratch including those, I wanted to know if I'm headed in the right direction.

2 years ago
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Sound and music at this stage is usually preliminary so it's best to hold off criticism on that front for now. Unless the sound design is a key and/or fundamental aspect of the game, it's usually better to match the music and sound to the gameplay later on than the gameplay to the sound and music right now (the gameplay is much more likely to change this early on). To be honest though, the music sounds pretty generic at this time, which is to be expected in an early build. The fact that damage is delayed only makes putting the spotlight on the killing monster more useful, I think. I'd really like to know how I died if and when it happens, and putting the spotlight on the monster will force me to recall the last few seconds of fighting that monster (hopefully giving me a clue as to its timing and animations for next time) and will make me look out for that monster on the next run. This sort of information also accrues over several runs, giving me an idea as to which enemies kill me the most (and thus I should look out for).

2 years ago
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