#Emberborne - Demo release - WIP
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A little 2D Adventure RPG Game I'm working on. Feedback is appreciated! A demo can be found on itch.io for anyone willing to try it
i dig it
How long are you working on it? Looks neat and fun!
Thatβs so cool! You did a great job!
Looks great!
Biggest point of feedback i noticed- the GUI box looks like a very different (far more detailed) style than any of your other visuals.
I think it would look better with a more smooth / simpler gui box
I've been working on it for about 2 weeks now
Thanks I'll take it into consideration!
Emberborne - Demo release - WIP
WOW! 2 Weeks is short. I am doing the same and my outcome is much less developed than yours. How could you accomplish so much during those 2 weeks? Did you plan out your development?
Been pretty much working from 7 in the morning to 23 at night non stop living on energy drinks and a lot of messy papers with plans ._.
Well, either way great results! I will be following this development
You are fast man, good job!
Well luckily pixel art isn't super duper hard I definitely wouldn't have been doing all that in 2 weeks if I would've gone for a more detailed art style
Can I ask you what did you use to keep the savegame? Did you use JSON?
Yes I am using json
I use a JsonUtility module and then I came up with a block system to split the save file into structures that systems have ownership on. Iβm sure it could be better but works pretty well so far
I'm glad you're interested in the development it means a lot to me if you want to there is a demo on itch if you ever wanna try it and provide feedback ^^
Is there a way to play it through webGL?
Sadly not but I'll go ahead and do a webGL export first thing tomorrow I'll notify you when it's done ^^
Thank you! Will try it out when it is ready!
Cool! Waiting for a version to try it out!
WebGL Demo is now playable at https://stargaze-studios.itch.io/emberborne
@steady topaz@lethal yew
I'm amazed by how fast you did it! I tested and I found some suggestions:
- Sometimes when I triggered an F action, it disappeared even though I was in front of it, but not EXACTLY in front of it, got it? Maybe increasing the collider size can be a little more forgiving in terms of accuracy.
- In the shop, I missed the UI info about how to leave or buy an item.
I loved the transition between areas where you switched the soundtracks AND the gameplay felt very nostalgic.
Keep up the great work!
@burnt kraken The game is pretty good for two weeks of developing! This is my feedback:
- Taking damage should have the health bar highlight or have some kind of visual reaction outside of the slider going to the left. I found it a bit hard to notice when damage was taken outside of my player being transparent for a second and a small number showing how much damage taken.
- I suggest you add a "esc" key to escape the UI just as 'C' does. This is important as I was stuck in the UI and couldn't get out and was spamming "esc" but nothing happened. It wasn't until I noticed it was 'C'. Good practice, at least in my opinion is to always have "esc" escape UI even though you want another Key to do so. You don't have to have "esc" be shown to escape the UI, but it should do so along with 'C'.
- Finally, the archer class was too easy to use in terms of combatting from afar. The enemies can't reach you so it was easy to just snipe them. I recommend making the enemies start chasing the player when damage is taken. This can ensure that they are at least not that useless against far ranged Player Classes.
Thank you for the feedback guys I have noted everything mentioned and will start working on it as soon as I can π
Hey guys thank you again for the amazing feedback you have provided! I have changed and implemented the feedback you gave me to be precise what I did today was:
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Make enemies aggro and go towards player after being attacked (Mostly concerning the archer class enemies won't continue standing still but will now move towards you)
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Added UI Info to all the well... UI's (Showing the select and ESC button at the bottom to select and go back / close)
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Removed the C as a cancel or go back button (can still be used but is not indicated anywhere) and switched to esc
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Added a little shake effect when taking damage (GIF attached)
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(Hopefully) Fixed the F Actions named by jufb (I could not properly test this myself so please provide feedback if its still bugged!)
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Minor Update to the Map (1 Monster Kill Quest, 1 Item Fetch Quest and 2 new NPC's to give you the quests)
Im going to upload the new WebGL Demo as soon as its done exporting.
@steady topaz @lethal yew
So glad that our feed back was taken into effect. Excited to try out the demo with the fixes! π
The game played well. The only thing I found was a grammar error, as shown in the attached image. ([get] shouldn't be there) @burnt kraken
Oopsie will be fixed π Happens when you stay up all night π
For anyone who cares - I have now also started looking into releasing my game on steam eventually when it's ready along with its demo π
I will keep updating this thread on how it goes with the steam page and will announce it as soon as it's ready! People who actively help and give good feedback will receive a free key for the game when it eventually comes out π
Great job! I tested more today and it's getting better and better. You made the F action more accessible but I found further places where its still requiring more accuracy. You probably need to adopt a prefab for this action so whenever you need to change it, it will be changed everywhere.
I was having so much fun that I forgot to save and got killed! 