Alright so I am going to dump my opinions and feedback here, as well. However, I am very well aware that we are in fact testing an alpha and that most of what I am going to address is probably already on the to-do list of the devs.
Nothing I write here is a demand, every bit of feedback and every suggestion is here on a take it or leave it basis. Also, my feedback is entirely focused on the state of the game right now, not taking into account planned or inbound changes.
Disregarding the main menu, which is a debug menu at best, it seems that the character and team selection screens are the most presentable at this time. With that said, they are also very pretty and inviting screens that I enjoy looking at. Aesthetically pleasing and straight to the point.
However, I fear new players may not immediately grasp what parts of the GUI they can interact with, this may need some more work. Highlights for buttons or a prompt like “hey, click this you dummy!” would be options.
- The GUI is very pretty. Many bright, vibrant and inviting buttons and decorations that I enjoy looking at a lot.
- The character portraits in the class selection screen look good.
- Gauging my ability cooldowns from the corner of my eye is very difficult. I want my eyes up front, looking at my opponent during a fight, not on my ability icons. Having a number indicating seconds left until the ability is out of cooldown, as well as having the ability “cooldown meter” filling up in a more noticeable color would help.
- The block meter is too difficult to notice. May want to make it bigger (and move it further down a few pixels to compensate) and give its edges a bit more contrasting colors.
Much like the others, I like the art style of the game and believe it works out well with the theme of the gameplay. I like the vibrant world a lot.
However, I also feel that the world is too empty as it is.
It is almost depressing, because there could be so much more ornamentation to show off the mystical and fantastical world you have created, instead there are just many plain, near monochrome walls.
- I like the music, fits well with the theme. I would like a volume slider, of course.
- The game is bright and vibrant, which I like a lot.
- The voice acting for the Alchemancer and the Entropist is superb and very enjoyable to listen to.
- I understand your artists are going for more “broad strokes” and “plain surfaces”, but I have to say it makes some areas in the levels look very dull, even saddening. There are many spots where it just feels like some detail would help flesh out this mystical and fantastical world more and also remove that feeling of dead emptiness.
- Character animations are fairly smooth and readable, even with my ping of 120+ on an NA server.
- Some of the walk animations look awkward to me. The very broad stances of some of the characters look great while they’re standing still, but don’t look comfortable while they’re walking.
- Levels could use more details in many areas.
As you can imagine, my gameplay feedback list will be the longest. This early in development is the best time to comment on the core gameplay, which will define the game as it is.
Much like the others posting here, I believe the game has potential, but the combat does not yet entice me to play more, not the way Chivalry does. There is room for improvement that should be filled.
- I like the impact of weapons, the dismemberment. There is weight behind my attacks and the combat is visceral, which makes landing hits very rewarding.
- I feel slow. I feel sluggish. I don’t feel excited to go anywhere at all. I would like this to be addressed. Sprinting (even if limited) would work. Giving me more alternative movement options would also be appreciated. Movement options like a short dash, a high jump or skip, a roll, etc. I would love to flow from objective to objective. From combat to combat and most of all, around my opponents.
- I love the z-axis movement features, like climbing up low ledges. I would love more options for parcouring through the levels like this and more options to flank enemy positions.
- Melee combat mostly consists of block-attack-block-ability-block-attack, etc. This makes for a dull close combat experience.
- The block meter is a welcome change from what Chivalry offers, though is currently too simplistic to be enjoyable for me.
- I would like to have the block meter have its strength deplete as you hold your block. Similar to what holding up your shield does to your stamina in Chivalry.
- On the subject of parries and timing, I would suggest a hybrid solution. Keep the block bar and have parries. My idea would be to have there be a short time window (maybe <300ms) right after raising your block that allows you to parry and riposte. If you block an attack after that parry window, you don’t get to riposte.
- I don’t like the trickle damage you receive when your block strength is depleted. I would rather see the block mitigate all damage and having the depletion of the block meter make me unable to block entirely.
- It seems very difficult to get around an enemy’s block and very difficult to make them run out of blocking strength, or telling whether they are in fact out of blocking strength.
- I like your approach with the Vypress and the Alchemancer. They could potentially offer a very unique and dynamic playstyle. However, their lack of being able to block makes them very vulnerable up close. Considering they lack any really good escape mechanisms, which don’t also limit their offensive abilities, this is a problem. It is very easy for a melee class to rush up close to a Vypress and just spam attacks until the Vypress is dead. There is little skill involved in this and feels unrewarding for the Vypress as well as to their opponent.
- Related to my point further above about hybrid block-parry. Have the Vypress only able to dodge an attack (and all damage?) if she “parries” an attack. Basically right clicking shortly before getting whacked in the face, perhaps with some form of limitation to it like a stamina bar. Perhaps it could even act just like the block bar, except resulting in dodges, instead of parries.
- I like that you guys are going for something different than Chivalry. I like that this isn’t a Chivalry 1.5 and I frankly disagree with the notion of “this game should be like Chivalry with magic”. I believe that would only take away from its uniqueness. Besides, if I want to play Chivalry, I will go play Chivalry, right? Don’t get me wrong, though, I do believe mechanics from Chivalry can be carried over, but I would like to see this game to have its own strengths and not just represent an iteration of Chivalry.
- I like that there is no team damage. I don’t want team damage in this game. There are too many AOE abilities that would make team damage a constant source of frustration, much like the Vanguard charge in Chivalry.
And that’s all I got so far. If you read through all of this in one go, you deserve a break and a coffee. :coffee: