Hi! So I tried the demo. The combat in this game is really fun. I'm glad you changed the dash controls - a lot of the time I'd be pressing a directional key then hit 'shift' attempting to dash, but to no avail. Maybe my computer volume was too high, but the sound effects seemed really loud?
For the weapons you can craft, I was wondering if they all will just be more powerful versions of the last one you made? I only saw an 'attack' stat for them that increased with more expensive weapons... will there ever be a choice between two weapons with different attack/status effects but roughly the same power?
There were a few glitches, but overall this was decent. I hope you keep developing it... and I'm happy you're adding multiplayer. I can imagine this being quite enjoyable to play with friends.
Hi Tyro, thanks for playing! The dash change I made was to do exactly what you're talking about, guess we're in the same page, haha.
I never stopped to tweak the sound effects, I'll try to compare it to other games while keeping the same volume on the computer.
As for the weapons, yes, once again we're on the same page, kinda. I'm planning to have various effects on each weapon, stuff like stamina consumption change, combo size, lowering range of certain attacks, change them completely, etc. I'm not too sure when I'll get to this, though, since I want to improve the game in general first. I do think it'll likely get in before February. I'm actually hoping that "pure strong weapon" will be the style of one single weapon in the game, so yes, you'll always be faced with a choice when weapon buying.
Could you comment on some of those glitches? I'm mainly focusing on getting rid of those and maybe you have something I haven't spotted yet. Or we can leave it to December 27 when I'll release the next stable alpha and maybe you can tell me then if I solved it.
Multiplayer is actually already in, although in a very simple battle arena, but it should be even buggier, so I won't tell you to try it out.
is this game story based at all? or more like risk of rain wherey ou try to get far each time?
My current vision is loosely story based. There are already some NPCs with dialog in the game which might give some very small insight on what you're doing, but my final vision is to give the player the chance to escalate his battles in to facing powerful foes which rule the current world and make the world react a bit to such actions, in a branching story line kinda of way. I also plan to have a well defined "last boss" (which would not be the ultimate challenge in the game at all, haha) and also a chance for the player to develop a friendship or maybe a deeper relationship with one of the NPCs. But I haven't set any of that in stone, I'm trying to let my imagination run a bit since I have defined other priorities before fleshing out the story in game.
This game does have some loose rogue-like elements but I don't really enjoy instadeath all that much, so this game definitely has a sense of progression, since it's mission based. It's almost like every mission is a small rogue-like experience, but missions are short and have a clear ending.
Hope I didn't blabble too much.
By the way, Even the Ocean's art style is quite interesting, I look at images sometime when I'm brainstorming graphics!