I am a developer myself and love sharing my advice or replies about a few games that look very promising. I do believe this game has alot of potential to rise in the ranks with the likes of POE, NWN, ddo, diablo, dark souls, but I honestly think this can achieve alot more altogether when compiled into a larger broader brush stroke of devoted engineering. It has all the bells and whistles to really become a unique filler gap from old to new. I think this game harkens back to NWN 1/2 in higher fidelity and that is a good thing.
Here is my advice...
I have played/researched alot(35+ yrs) of old school tsr table top rpgs and of course 2nd edition/3rd edition(wotc)aD&D/D&D , including pathfinder which this material(fantasy)is related to(not by source material I mean). Don't forget what those TTRPGS used to create the best experiences(npc encounters, scenery, traps, imagination, story and lore, good vs evil, kingdoms and empires).
Spark in the dark seems to begin this cycle...I love the randomness of equipment on the floors and corpses and the foreboding essences presented. I like the lighting dynamics as a good use of assets to generate actions/responses, the enemies and creatures have great design/animation and the combat while good needs a boost by parrying abilities and more dynamic dodging, but not too much as over imposing to much movement like in neverwinter online is to twitchy...the tighter the better I say.
A 3-6 gig game is not big enough by todays standard seeings how most exceed 15-20+gigs of data.
Making use of imagination to offer gothic/dark fantasy experiences devs have to delve deep into the tropes and look to other sources(sometimes) for fundemantals in order to keep the game actively interesting. Dark souls may or may ot hinder that process so becareful if delving into such genres.
A perma death games can be modified later on to facilitate or lavish leniant gameplay experience and still retain it's original formulae albeit turned downed system called a difficulty setting modifier(2nd, 3rd playthroughs??)
Don't forget the tools of a balanced "grind" system injected into game design as alot of players don't mind replaying levels or areas in order to "perfect" thier own characters designs...making it wholly more satisfying to some and NOT so much to others.
A balanced leveling system with experience point to skills/perk/abilities injected into the game will create a larger intersted mass of players due to longevity as long as ever increasing amounts of content are SURE to come.
Including controller available gameplay should never be absent entirely.
Watched some playtime on youtube and it seemed interesting. I love souls like and difficult games. Got the demo and the vibe is amazing right away. pulls you into the darkness, love it. would like a map maybe. would love to know the control tried all my keys and only found move, journal and inventory. maybe a dodge would be nice. most enemies destroy block quickly so that seems like ill never use it. also zoom our just a little bit. it to close especially if you pull multiple enemies. also stat explanations would be great. Overall there is a lot to look forward to here, ill will be following with interest for sure.
¨Played demo on steam. Looking for best place to leave feedback. Point me in right direction if here is not appropriate.
First off, awesome concept, great visuals, feel, lore, in depth systems and mechanics. Overall very positive.
However some issues:
1) Need a save system, I cannot play this game long enough in one sitting to finish it, nor do I have the skills to do so. (Use of safe rooms and gold are my first go this for this mechanic) 2) Need context boxed to pop to better understand what things do and what they mean. ( like +2 dex, Dexterity normally means how well you can hit something, how ever int he current system I dunno if +2 is significant or not or what it truly changes about my character.) 3) Need a map system of some kind. (make it only update in the "safe room" and only readable when In light. For the looks of the map have a look at how the game "The long dark" draws it's map.)
Would love to write more detailed ideas but need a better space to do so.
Thank you for feedback! Save system will be available later (at least saves will work on exit from the game). Also we will improve the UI and add explanation for the hero's stats.
Some kind of maps (maybe) will be presented near to release of the game when the Dungeon levels design will be totally completed. You can write your suggestions here or on Steam forum where you wish. Thank you for your support!
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I am a developer myself and love sharing my advice or replies about a few games that look very promising. I do believe this game has alot of potential to rise in the ranks with the likes of POE, NWN, ddo, diablo, dark souls, but I honestly think this can achieve alot more altogether when compiled into a larger broader brush stroke of devoted engineering. It has all the bells and whistles to really become a unique filler gap from old to new. I think this game harkens back to NWN 1/2 in higher fidelity and that is a good thing.
Here is my advice...
I have played/researched alot(35+ yrs) of old school tsr table top rpgs and of course 2nd edition/3rd edition(wotc)aD&D/D&D , including pathfinder which this material(fantasy)is related to(not by source material I mean). Don't forget what those TTRPGS used to create the best experiences(npc encounters, scenery, traps, imagination, story and lore, good vs evil, kingdoms and empires).
Spark in the dark seems to begin this cycle...I love the randomness of equipment on the floors and corpses and the foreboding essences presented. I like the lighting dynamics as a good use of assets to generate actions/responses, the enemies and creatures have great design/animation and the combat while good needs a boost by parrying abilities and more dynamic dodging, but not too much as over imposing to much movement like in neverwinter online is to twitchy...the tighter the better I say.
A 3-6 gig game is not big enough by todays standard seeings how most exceed 15-20+gigs of data.
Making use of imagination to offer gothic/dark fantasy experiences devs have to delve deep into the tropes and look to other sources(sometimes) for fundemantals in order to keep the game actively interesting. Dark souls may or may ot hinder that process so becareful if delving into such genres.
A perma death games can be modified later on to facilitate or lavish leniant gameplay experience and still retain it's original formulae albeit turned downed system called a difficulty setting modifier(2nd, 3rd playthroughs??)
Don't forget the tools of a balanced "grind" system injected into game design as alot of players don't mind replaying levels or areas in order to "perfect" thier own characters designs...making it wholly more satisfying to some and NOT so much to others.
A balanced leveling system with experience point to skills/perk/abilities injected into the game will create a larger intersted mass of players due to longevity as long as ever increasing amounts of content are SURE to come.
Including controller available gameplay should never be absent entirely.
More updated advice soon.....
Thank you you for good feedback and interesting point of view! It makes sense.
Watched some playtime on youtube and it seemed interesting. I love souls like and difficult games. Got the demo and the vibe is amazing right away. pulls you into the darkness, love it. would like a map maybe. would love to know the control tried all my keys and only found move, journal and inventory. maybe a dodge would be nice. most enemies destroy block quickly so that seems like ill never use it. also zoom our just a little bit. it to close especially if you pull multiple enemies. also stat explanations would be great. Overall there is a lot to look forward to here, ill will be following with interest for sure.
Thank you for your support! We will work on improvements :)
¨Played demo on steam. Looking for best place to leave feedback. Point me in right direction if here is not appropriate.
First off, awesome concept, great visuals, feel, lore, in depth systems and mechanics. Overall very positive.
However some issues:
1) Need a save system, I cannot play this game long enough in one sitting to finish it, nor do I have the skills to do so. (Use of safe rooms and gold are my first go this for this mechanic)
2) Need context boxed to pop to better understand what things do and what they mean. ( like +2 dex, Dexterity normally means how well you can hit something, how ever int he current system I dunno if +2 is significant or not or what it truly changes about my character.)
3) Need a map system of some kind. (make it only update in the "safe room" and only readable when In light. For the looks of the map have a look at how the game "The long dark" draws it's map.)
Would love to write more detailed ideas but need a better space to do so.
Thank you for feedback! Save system will be available later (at least saves will work on exit from the game). Also we will improve the UI and add explanation for the hero's stats.
Some kind of maps (maybe) will be presented near to release of the game when the Dungeon levels design will be totally completed.
You can write your suggestions here or on Steam forum where you wish. Thank you for your support!
I played the demo on Steam. Awesome atmosphere and gameplay! Looking forward for the final game :)
Thank you :) we are working on it.
BTW the update will be soon.
kvlt
You guys need to make a subreddit and at least market this a little bit. The demo is great!