Some random thoughts:
- Some keybindings only change after relaunching the game (buy skill, dialogue prompts, etc.). If you rebind WASD, since they can still be used as direction keys in menus, you might be unable to do certain things in menus(e.g. Using S to buy skill doesn't work). I would also suggest at least adding Space or Enter as a universal way to forward dialogues.
- Jump arcs are still a bit hard to gauge for me, especially with wall jumps and sawblades. Wouldn't mind some sort of jump arc indication when you are holding the opposite direction on the wall, or something like that.
- It doesn't feel like sound is considered by the AI currently. Meanwhile human eyesight is quite good, which feels fresh, but will probably be better with even more complex behaviors in the future. Wouldn't mind if there's an in-universe explanation of the Dragon muffling nearby sounds as well, if it comes to that.
- I could foresee key prompts being too much with more complicated level designs. Ideally there could be an option to turn off ability prompts and give abilities like Leap some other form of indicators (maybe a circle similar to switches?).
- Would love to see more abilities, and not necessarily active skills. Some utility upgrades/abilities like seeing human line of sight, dodging first bullet every 10 seconds etc.. Wouldn't mind if certain stuff we already can do being locked behind upgrades as well. Think Arkham Batman games and Mark of the Ninja.
- Clearer indication that one exit will progress the story/lock you out of the current level would be nice. Don't want to miss collectibles and shards.
- Shards still feel a bit out of place, especially when your energy is full and they are just lying around on the ground. Without proper in-universe lore it feels quite jarring. I wonder whether changing stuff like Invisibility to cooldown based and other abilities based on corpses would feel better or more limiting. The old demon magic system was clunky but also easily "acceptable" as something that the Dragon would be able to do. Carrying definitely feels nice right now though.
- Just throwing ideas out there. Maybe an extra "Consume/Extract" action that can be done on corpses could work? Or you automatically try to do that, but can be cancelled via movements. That would make a proper risk and reward choice on the player's part, since you need to spend extra time to gain resources.
All in all nice vertical slice. Love the grapple leap section. Feels like Batman. Wish we could drop corpses from above to stun enemies (never got a chance too, maybe it's already in?). Interactions like that always feel the best in stealth games.
Copy from Discord :D :Thanks for the feedback!
- We would not be able to display the jump arc, because you have a lot of freedom of movement while in air - so the arc can change anytime. But we should probably put some less tricky jumps at the beginning of the game.
- Not all actions generate sound. Well .. basically no actions done by the Dragon
(yet, because we are planning to have some abilities, that will give you a stronger attack, but it will be loud). Reason for this is to put more emphasis on stealth. But e.g. guns, explosions or even a dead body thrown on a ground (if it is thrown from a height) generates a AI sound which travels on a AI graph (it won't go through walls, but it will go through stairs, ..). Each NPC also reacts to these sounds differently. E.g. guard will go to source of explosion and civil will start panicking.
- Prompts: you mean that there would be too many prompts on the screen at the same time?
- Abilities: Yeah we are definitely planning to have more abilities and some of them should be also passive as you are describing.
- exit indicator: great idea. Thx
- Reason for shards is to give the player more satisfaction from killing enemies - sounds horrible :D But yeah, we would like to find a way how to minimize occasions when you are not able to pick any more shards. What do you mean with the old magic system?
- consume - we had this implemented before, but the problem was, that it quickly became boring. We therefore moved to more dynamic game-play.
- stun enemies - yeah that sounds great. We have to think about it.
Hey, liking the concept and art style for the game
Also just wondering will you be needing music for this? I'm an experienced composer and would be interested in collaborating.
Thanks
Hi thanks. Currently we have this covered.