Uploaded: 3 years ago
Views: 3,699
File size: 617.57 KiB
MIME Type: image/png
Resolution: 824x624
Comments: 1
Favorites: 41
And the title screen to my other game, the same-size focused Jormungandr!
Link to the very early demo.
https://www.mediafire.com/file/4z4nml63ur726ii/Jormungandr_Demo.rar/file
Art done by
https://www.deviantart.com/eirhjien
My other profiles
https://ko-fi.com/dwarfstaraster
https://www.deviantart.com/asterisk74
https://twitter.com/DwarfStarAster
Please login to post a comment.
Posted by UnseenSquib 3 years ago Report
So, as a game designer (as a hobby) I have a lot of notes. I'll not make a massive list since that would be mean, but I will touch a few things.
1. Maps are too big, empty, and pointless. Shrink them, have less, add more things to interact with. Purpose is more important than scope, even for demos.
2. Add a healing station and a shop, even if it's basic. Right now it's too stressful without. Health is a finite resource at the moment, which is only a good thing if the game is designed around it, and most RPGs aren't.
3. Vore is kinda pointless as a game mechanic. It takes two actions to defeat an enemy, when two attacks get the same result. If vore healed or increased stats (like defense) it would be worth it.
4. Tutorial at the beginning is confusing. It can be removed without any real consequence. Players do like to figure things out on their own a bit, if everything is explained the mystery is gone.
These are just a few easy things to fix. Keep working and improving, and good luck!
P.S. Not really a flaw, but I wanna talk about it anyways.
It looks like you want different moves for different opponents. Instead of different sizes, make it different techniques. Some enemies may need to be grappled, some may need to be tackled, some may simply need to be nomed. Would be more interesting IMO, but this one is more subjective.