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https://www.surveymonkey.co.uk/r/62ZM5KQ
Edit: seems like I got it wrong, when you hover it it displays the time left when you started hovering. Still, it's a bit misleading. Maybe make it showcase the full cooldown time and not change, since you can already see the cooldown timer count on top of the ability icon.
Tutorial:
My immediate urge was to explore how this is different/similar to other idle games by clicking through it, but I was immediately dragged into a tutorial. Unlike the quick, first encounter based tips/suggestions seen in AdCap.
Resolution:
I don't mind fix resolution, but I really miss when the taskbar isn't taken into account. A non-scalable fullHD window on fullHD resolution hiding the taskbar is just a drag(literally).
More information on what is what:
It may not be part of the design to show some tooltip, but my personal preference is to have a name for an icon. What does this sword icon, star, green/red drop represent. I can guess, but some feedback would be nice anyway
Being way too picky now:
certain sounds:
The sound played when switching tabs between quest requirements/rewards and mortal/divine quests, sounds like an error message, it's quite unpleasant.
I agree with last paragraph at least. Maybe hoverover could tell what they're called so It's easier to understand them.
If you bash an enemy and they die immediately, the next enemy will remain stunned as well.
Job well done on the overall design!
Icons, UI is clean, consistent.
Love how the skill screen looks. Reminds my erliest Runescape memmories when I looked at the overwhelming ammount of skills I could do.
Stuck in tutorial screen due to not being able to purchase citizens to continue fishing after the first quest. This was because my purchase multiplier in the bottom right of the screen as set to x10, requiring me to have to purchase 10 citizens for 350 anima instead of 1 for 35. I closed out of the game and restarted, and found my avatar was set back to the default female Sally instead of the male one I chose. Also found that there is hardly a difference between capital and lowercase letters when naming your avatar and there is also some static in my earphones with the music when playing this game.
Edit: On your character's general stats screen (the one that displays health), for some reason the stars and weapon points are clickable. However, clicking them and moving your mouse off of them causes the button to retain its "hover" color. (brighter than usual)
Edit 2: Shortcut keys (typically numbers or Function keys) for skills (such as Bash) would be really nice.
1. Is there a reason why the original Runescape music isn't used for this game? Having the Draynor BGM from Runescape while you're in Draynor would make it feel more a lot more relatable to Runescape. Runescape: Chronicle Legends does this and the feedback to it was pretty good.
2. During combat, I don't feel like I'm doing anything at all. This is probably in the works, but there should be an attack animation for when the character attacks.
3. When entering a new dungeon, the best skills should be set be default, or at least there should be an option for the user to set their default skills. There's definitely going to be a few people tanking dungeon monsters for several hours before they realize that they didn't have an attack skill set.
4. Since you still gather Anima when you're in a dungeon, perhaps the combat window and the town window could be separated? It feels like a chore to have to restart a dungeon from scratch each time I visit the town to buy more citizens, and when there may be special rewards for fully completing a dungeon, it would be really inefficient to fully complete the dungeon when you can increase your Anima generation by spending Anima during the period of time where you're in the dungeon. Realized that dungeons don't take that long - Thought the 6 minutes shown was 6 hours.
5. Why is it hold to spend Anima to upgrade a skill? Pressing it once to spend the exact amount of Anima required to level up the skill sounds more reasonable. Imagine when skills reach a higher level and the player would have to hold the button for several minutes just for a single level. Also, overspending hurts as the additional Anima spent doesn't do anything and could have been better spent elsewhere.
Edit: I just realized that the attack button for the skill bash on the top-left side of the window is clickable to use the skill. I'm not sure if I accidentally skipped that in the tutorial or if that wasn't covered in the tutorial.
Also, 6. The player's health should be displayed in the combat window as well, instead of being on the sidebar. It's kind of weird to have to scramble through the menu just to see how much health I have left and if I should continue on with the dungeon.
7. When you unlock skills that span past one page in the skills page, the scrollbar only scrolls by a bit when you try to drag it down, then it jumps back up to the beginning.
8. When using the upgrade by multiples (10x, 100x, max), the increment in cost per level is not added to the calculation when displaying the costs.. It simply shows the price multiplied by 10 and 100. However, when you click the buttons, the anima that they deduct goes in accordance to the increment in cost per level.
9. When entering a dungeon, after clicking "Travel to Dungeon", if you click on "Open Map" in the dungeon window, the "Travel to Dungeon" button stops working in the map.
10. The quest count size is kind of odd for the quest "Teach a man to cabbage". The text is slightly bigger than normal, and makes it look like the quest window is saying "Complete Farming x/5050 times in Draynor Village", which can be misleading.
11. The duration of town skills state "Instant", when it should state the duration of how long it lasts. Also, the cooldowns are extremely long for their effects. For example, Farming 1 lasts for around 50 seconds, and has a 6 hour cooldown. That's a really long cooldown for such a short effect.