Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
you can totally change the transparency of the minimap, using the + and - keys.
you can also highlight items on the ground using LeftAlt (or whichever key you rebind it to)
as for the rest, i very much appreciate your input! balance is certainly not final and will be subject to many tests and changes. i hope you will be interested in revisiting the demo at a future date, once balance is closer to the final result.
thanks again for writing!
best,
-osur
What I would say is that the aesthetic is very Diablo 1, as I am sure was intended. You are going to draw a lot of people (like me) based on that alone. But the aesthetic sets up a certain expectation, that it will play LIKE Diablo 1, which this does not.
You have something here, I won't deny. But you will likely encounter customers like myself based on the visuals. You will need to clearly call out this difference, or you are likely to get negative press based on players thinking that this is "bait and switch". Even if you never call it a Diablo clone, the graphics do that, in big bold neon letters that would put the fires of Gondor to shame.
If you want to make it more like Diablo, crank back on the difficulty (by upping the item drops) and adding in ability to grind and/or restock/resupply. If you want a more hard core experience, as appears to be the case, make it VERY CLEAR at the outset. And again, in the menus, and again, and again and again. And again.
Also, some feedback. The YouTuber who showcased the game mentioned that you "Didn't like health bars (for the enemies), because it broke your immersion". You are setting yourself up for failure here and I'll tell you why. Playing on my laptop, I found it almost impossible to see the character model changes you implemented to reflect damage.
And with at least one method of play, you are allowing the players to mess around with elemental damage. And the item drops I have seen mention elemental damage/resistances as well. This means that the player might potentially encounter monsters (bosses??) that are resistant or immune to the chosen damage type. Add in the fact that attacks have a "chance to hit", and you really can't determine how much damage is getting through, and if it is elemental resistance, or simply a run of misses.
This is going to be a VERY HARD SELL for players who bump their heads up against a boss, but do no damage "seemingly", or are unable to determine what the incremental gain/loss is. For a game that is already difficult, depriving the player of reasonable ways of determining the best weapon to fight individual enemies is a problematic decision. And assuming that the game will have random boss/monster encounters, that's a real problem. Maybe allow the players to toggle on/off the enemy health bar? Just a thought.
Also, I can not stress strongly enough that the limited potions severely hinders any caster classes, like prohibitively so. To such a degree that, at least early game, it is adding an additional level of difficulty beyond which most players will be turned off.
I don't want to tell you how to make your game. But these are definitely challenges you will face and have to find ways to overcome.
thank you once more for the feedback, it is greatly appreciated