Hi. :)
Very nice game! I enjoyed the storytelling, the world is very intriguing (and here I thought I don't like fantasy anymore), and I enjoyed the art as well. Made some notes during the gameplay:
1) The very first star (enemy spawner) was a source of absolute confusion. No idea what it does, I jumped down as the tutorial kinda forced me into it, and during the fight there, my camels were suddenly attacked and one of them died. I realized that it was probably the star that spawned them, so I started again (feeling sorry for the dead camel) and waited by it. The wait felt way too long, and yet I did not notice that the star actually indicates when the spawn is going to occur. I do feel bit ashamed for not noticing and not really having the patience, but it might be nice to at least tell the fresh player that the star is not a buff, not your checkpoint (for some reason, I realized that I must save manually much later in the game), but a threat.
2) Is it possible to save the game and
not quit? :)) I like to save all the time. ;)
3) Few bugs concerning saving/loading:
- Saving(+quitting) before the explanation of dodge etc. and loading the level afterwards skips the explanations
- When you accidentaly start a new game, quit without saving, and load the old one, you start at the beginning of the game, but you have your old gems
- Saving=>loading, in general, meant that after the level is finished, it restarts (with the dialog that precedes it). (at least for me ;D)
- This is not a bug, just a suggestion/plead: I can get used to menu being on F key, but I did have a tendency to press Escape - which quits the game without saving. Save please. ;D
4) Other unimportant details:
- In a dialog after leaving for FIslands, there's a "theif" instead of "thief" :P
- I think the camel-symbols on top of the screen are vice versa (left symbol blinks when the right camel is attacked).
- Would be nice if camels did not follow
so closely - sometimes it seems like they just want to get in on the action. ;D
- I think I got the bugged bossfight (reading Gravedust's feedback): once it started, the boss jumped me and I was inside the boss, unable to roll or anything, just smash attack. I received a little damage and absolutely destroyed the boss.
- I really like the art with 2 exceptions: in the mountain scene that precedes the FIslands, the mountains are triangles like pyramids, while in the level background afterwards they actually look nice and mountain-like - I suggest reworking that one screen. ;) The second thing is that I could imagine prettier trade UI (even if it was just some "texture"), but that's really just a detail.
Do you feel like there's too much text / exposition at the start?
I think it certainly wasn't too much, I actually read your question beforehand and it made me expect much more. Then again, you saw my game and probably some of my posts around here too - clearly there is never too much text for me. ;D (or at least sometimes it might seem like it)
After the Egg Oasis, you start taking more control of the trade aspect of the game - what goods to buy and sell where. I think I've kept it pretty simple, but let me know if any part of the trade system or UI doesn't make sense or isn't explained very well.
I was (again ;D) absolutely confused at first: the UI itself is fine and let's say sufficiently clear (the rumours I had to think about), but when I first came there (and as I later found out, everytime you come to a city), I was not sure what I am supposed to press (btw tried mouse at first for some reason), so I pressed down or left, that seemed to create blue arrows (on my second visit these were red arrows) on resources in cities, and honestly I still don't know what exactly is happening there. Afterwards I just came there, pressing basically any wasd until it started picking choices from the UI - my working theory is that it does not matter what I press, and I'm just supposed to read what is happening, but I don't really know. ;)
(if that is the case, I'd consider restricting the first few "steps" to spacebar, and put "press spacebar to continue" in the dialog window at the bottom)
Otherwise I liked it!
Do you feel that combat "feels" okay? If not, what feels off? Do you feel like combat has enough variety to it?
To me, the base combat is more than okay, but I certainly would not stop here. I do like it though: After finishing the level after the Egg Oasis, I realized the potential you got here, and I just felt like restarting the game on hard difficulty immediately. ;D (btw the games I like, I always play on the hardest difficulty ;))
Some notes solely on combat:
- I would find it practical to be able to change the direction I'm facing after attacks (or even in-between, as in "the combo goes on"); after all I can dodge after a succesful one, and I can turn after dodging (no matter if I dodge anything)
- Crouch would be so cool... maybe even some stealth mechanics?
- Destructible objects! With 1% chance of dropping a gem. ;D
- Did not dodge at all (after experimenting with it a bit): roll seemed much more effective (allowing backstabs and cool bow finish-offs; also dodge seems a little bit slow, meanwhile it seems you can never fail a roll). You might want to consider adding some extra mechanics to dodge (for example riposte/counter attack: extra dmg with attack after actually dodging something).
- I really like the bow but I would move the X key to right shift/ctrl: so left hand does all the movement, and right hand does all the attacks. (btw if it's possible to change the controls, I did not notice, although now I realize that I did not really look...)
- Roll after shooting bow might be cool (maybe after arrow hit? close-hits only? just an idea).
- Now this is a suggestion that I understand may not fit you, as it might turn the game into something you don't want it to be, take it as "just an idea": another melee attack key. Be it 'kick' or a secondary weapon (may be bound to a fresh name), the main point would be you could add more 'combos' and raise the combat variety
greatly; does not have to be many combos (no need to turn it into an Marvel vs DC Arcade Smashfest).
Nice job! I'd like to see more (add just a little bit more combat variety and PvP arena and I'm hooked). :) Good luck!