Hi everyone!
I'm looking for some feedback on my current (unnamed) project which is nearing completion. This is my 3rd iteration on a rogue-like and as with the previous projects, I want this game to be able to stand on its own while also acting as the base of the next project.
Link:http://game-test-page.comoj.com/Wasteland/Screen Shots:Overview:- Static overworld with towns, npcs and quests.
- 6 Randomly generated dungeons and a couple of surface locations.
- Skill based character development allowing characters to specialize or generalize in melee, stealth, ranged and psionic combat.
- Approximately 100 items, 50 monsters, and 20 spells.
- Primary focus is on careful resource management and combat tactics.
Controls:I hope the game is mostly self explanatory (please let me know of any confusion). Most of the controls have yet to be explained in game so I'll list them here:
- Clicking with the mouse moves or interacts (including attacking)
- Clicking any item in the inventory will use it (equip, cast spell, consume potion etc.
- Clicking player (numpad 5) will wait a turn (this is important in combat for positioning)
- There is partial keyboard support with the numpad providing movement and bump to attack (it works the same as clicking adjacent tiles).
- E key will auto explore
- R key will (r)ecast the last spell
- W key will (w)ield the previously wielded weapon
- A key will allow you to target distant enemies using numpad to move the cursor and 5 to click (this works the same as clicking a distant tile).
FeedbackAny feedback is greatly appreciated with the following topics of particular interest to me:
Difficulty
I've been playing this game for so long I no longer have even the slightest clue as to what the difficulty is for other players. Obviously as a rogue-like its intended to be difficult, something that you need to play repeatedly and learn all the little tricks in order to win. With that said, I'm curious as to how the challenge level is for everyone.
Pacing and Length
Similar to the above point, I can rush through the game at a pretty rapid pace but I also find that it gets repetitive at points though this is largely due to having played it hundreds of times. How is the overall length of the game? Are the dungeons to long, to short, or just right? Is new content introduced at the right pace?
Usability
This is a big one. Is it obvious how to play the game. Does the UI give enough information or is there anything missing? How do the controls feel. Does the game give you enough direction that you can figure out where to go next.
Bugs
Obviously I'm anxious to hear about any crashes or lag spikes or unexpected behavior.
Features
Any general suggestions for new features or improvements.
Future Plans:I'd like to wrap this project up in the next few weeks and then as previously mentioned use it as the base of a larger, more ambitious project. Roughly speaking the direction I want to go in is to create a continuously scrolling over world (getting rid of the world map) dotted with different environment biomes, ruins, highways etc. I want to add crafting, harvesting any all the standard features of a survival sand-box game.
The idea is that the player gathers up resources, equipment, and other consumables on the surface and then tackles one of the large, extremely difficult dungeons. In tackling the dungeon the player uses up most of his supplies, damages his equipment sustains lots of injuries but gains some powerful artifacts, crafting recipes or something which allow him to push out further on the surface.
Generally speaking I want a sort of two-mode game in which gameplay on the surface is survival sandbox in which you prepare to tackle the next dungeon (which roughly increase in difficulty). Upon completing the dungeon you gain something which lets you explore further, craft more, generally experience more of the game. I plan to have an actual end game and victory condition. I'm hoping to overcome the main thing I dislike about sand-boxy games such as mine craft or dwarf fortress which is that generally there is little feeling of progression after the early game has been overcome and I always end up getting board without obvious goals.