I find the combat very unclear, even when not that much is happening yet. How much of my energy loss is from getting hit, versus just over time? Did I get hit? Why did I get hit? And then upgrades are very unclear as well. What is my current damage? Do I keep these items? What items do I have? Most of the upgrades just do not say anything about their damage or cooldown or anything.
For most of the game, I was beating 1-3 levels before running out of energy, buying some upgrades and starting again. But at some point, suddenly I could just keep going forever and made it all the way to 25 (the end of the demo). I think it was because of the upgrade that gives energy on kill. It certainly wasn't because of the companions because they just die.
This is very valuable feedback, thank you so much! There is still a lot to do with the balance of the game, but with this comment I may have some ideas how to do it.
But also, the "did I take hit?" - is something that people seem to be confused. I need to make the effect more clearer!
I got to level 22, and the enemies didn't spawn in. It immediately advances to wave 2, then gets stuck. Can't advance because it wants me to clear the wave, but I can't because there aren't any enemies. I'm on Opera v. 134.0.5954.67. Pic for reference
brother, the main difficulty is the "gold" is blue like the slimes. Then there is also too many things on the screen like the dead skulls that moves around.
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体验了一段时间,我感觉这部作品有很大的潜力——明确的目标,简洁的画风 作为一个早期的demo来说具备一定的可玩性。
发展前景是比较大的,也有一些我体验下来自己的一些想法,希望能帮助你完善作品:
1.建筑的内置场景显得有些冗余:一些操作可以简化,比如直接在铁匠铺门口进行装备的打造升级,铁匠铺在常态下可以有挥锤敲击的动画表现,同理有关附魔...招募...roll卡......全都可以有相应的动画,,一方面简化玩家的操作,另一方面丰富一下动态设计。。
2.目前游戏存在的一大缺憾是没有一个总体的引导,虽然好上手,但缺乏背景使得玩家有一种“我在为了谁而战斗”的疑惑。换言之,玩家的游戏动力就变成了“我知道他是增量游戏,增量游戏玩到后边割草会比较爽”这样的原始动力,一些吸引他们继续游玩的动力便会减少——我在看简介的时候吸引我的点是——获取战利品,建设村庄,所以我的期望是看到村庄因为我的奉献而不断壮大,而不是单纯的第x天建造好。可以给游戏添加一些背景故事,加一些引导比如说村长叫你去地牢里面探险,去营救村民,后续营救出铁匠...击败底层的boss(一定要有boss这种设定来作为一个point让玩家检测自己的战斗力:卡在boss了?回去升级重试)在这里我有一个想法是把炼金术士作为boss放到低层的关卡——比如20关,玩家击败以后弹一段剧情勇士请别杀我...(虽然俗套但是有了一些起承转合,不会那么突兀)...拯救战士...法师...牧师...从塔罗师的占卜中获得启示...
3.作为早期版本,怪物种类太少,附魔的分支不够大胆有趣,攻击方式比较单一(敌我都是),希望后续继续丰富。
4.主角脚下或头顶缺乏定位,己方单位多了以后会有“where am I”的困惑。
5.一次生命用尽后为什么不继续从一层开始探索呢——战力提升后的爽点就在于原本困难需要斡旋30s的关卡,在我的装备,队伍,附魔词条的build下犹如砍瓜切菜一样3s通关——这就需要减少不必要的过场动画以免产生拖沓。
6.宝箱机制比较的——平庸,原本我会比较期待每关结束后宝箱里的内容——eg.n1过了:好啊是只小老鼠,帮我捡金币,不错;n2过了:嗯,是一只章鱼,他应该也很有用;n3过了:给我一块宝石,宝石是珍惜材料吗,他的效果是...竟然只是goldplus......好...吧...;n4:又是老鼠...;n5:宝石......所以你可以看到对于宝箱这个机制,真的得好好琢磨一下里面放什么才合适...
7.目前能招募的角色有三种:说实话我印象最深的就是能恢复能量的牧师(因为我的英文不好,不懂原游戏中对于该角色的称呼,所以我就暂时这么叫他),他有一点过于的强势——当点出击杀回蓝,并且招募牧师以后基本就处于无限续杯的状态以至于我甚至都没怎么点附魔树就已经玩到了结尾...所以再好好琢磨一下这里吧...(有关职业平衡,数值的取舍,招募角色亮点...and为什么不能扩容招募人数呢)
讲真的,这个账号都是刚刚注册的。我确实挺喜欢这种像素风格+地牢+增量的形式,所以给一些自己玩下来的看法,如果其中有冒昧或外行之言,还请多多包涵。
总而言之,这部作品的雏形已具,还需在宏观叙事和微观细节上同时下功夫。我非常期待看到它变得更好的样子,也希望这些粗浅的想法能给你带来一点帮助或启发。加油!
非常感谢你这么认真、详细的反馈!
你的建议里有很多非常有价值的内容,我会认真参考,并尽可能在正式发售前把其中更多想法加入到游戏里。
游戏将于 9月3日 在 Steam 正式发售,希望发售后还能看到你继续来玩!
https://store.steampowered.com/app/5076690/Incremedieval/
Some gameplay, a little critique ;)
Thank you so much for recording this! I dropped a comment to your youtube video. Thanks! <3
I find the combat very unclear, even when not that much is happening yet. How much of my energy loss is from getting hit, versus just over time? Did I get hit? Why did I get hit? And then upgrades are very unclear as well. What is my current damage? Do I keep these items? What items do I have? Most of the upgrades just do not say anything about their damage or cooldown or anything.
For most of the game, I was beating 1-3 levels before running out of energy, buying some upgrades and starting again. But at some point, suddenly I could just keep going forever and made it all the way to 25 (the end of the demo). I think it was because of the upgrade that gives energy on kill. It certainly wasn't because of the companions because they just die.
This is very valuable feedback, thank you so much! There is still a lot to do with the balance of the game, but with this comment I may have some ideas how to do it.
But also, the "did I take hit?" - is something that people seem to be confused. I need to make the effect more clearer!
Level 22 and it stops working :|
Thank you for playing until the level 22 <3 Currently there is content only for 22 levels, but more will be added for the Steam release on September 3rd: https://store.steampowered.com/app/5076690/Incremedieval/
So, like, what if I totally can't even open steam :| u should totally put it into the website
Great game! But like others Im stuck in level 22 :(
Thank you so much <3 There is currently content only for 22 levels, but more will be added for the Steam release on September 3rd: https://store.steampowered.com/app/5076690/Incremedieval/
I got to level 22, and the enemies didn't spawn in. It immediately advances to wave 2, then gets stuck.
Can't advance because it wants me to clear the wave, but I can't because there aren't any enemies. I'm on Opera v. 134.0.5954.67. Pic for reference
Thank you so much for playing until level 22 already! I Didn't expect people to actually survive that far within this early build, but you did!
The level amount is currently capped at lvl 22 but more will be added!
I just updated the game, in case you want to try the new systems. Just reset the data from the settings!
brother, the main difficulty is the "gold" is blue like the slimes. Then there is also too many things on the screen like the dead skulls that moves around.
I just addressed these things within the latest update: Slimes are not that difficult and dead skulls are less visible
is level 22 the level cap?
Currently yes! More levels will be added later!
accidently pressed q and reset my whole progress cause the only thing i was able to do was press start.
I'm sorry for this.. I left that hotkey there by accident. It's now removed within the latest update.