The Fire of Ardor - Public Beta: Getting Feedback and Moving Towards 1.0

posted in cpfr
Published November 12, 2019
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The next step

After implementing the last peaces of the push-stone-puzzle and the end boss, I decided to proceed to the next step. I wanted to get some feedback. I built a beta version of the game for Linux and Windows. I created a page on both, Itch.io and Game Jolt and uploaded the game there in order to get some people to play it.

I must say that I was surprised that almost instantaneously, there were two YouTube channels uploading a short video of the beginning of the game. While Itch.io seems to try being minimalist in design (which makes it rather convenient to use), Game Jolt seems to be the opposite. It has a flashy style and lots of options. However, in my impression, the game page on Game Jolt looks more professional.

The replies included positive opinions as well as some criticism about the gameplay. One point of criticism was that it is difficult to not lose your orientation inside the dungeons. Some other players had problems with the mouse sensitivity. Further, I found out that the end boss was relatively easy to beat when the player only attacked it from the back.

Iterative Improvement

I took these points and made another beta version (beta0003) and added the following features / bug fixes:

  • There are now maps that the player can collect. They show a rough overview of the dungeon sections in order to help the player to not lose orientation
  • The options menu now has a slider for the mouse sensitivity.
  • Due to new items, the inventory UI had to be extended by one more row of item slots
  • The lindworm end boss now attacks you not only if you are in front of it, but also swings its tail to hit you, if you try to stab its back.
  • I fixed some minor movement issues (the player moved faster when walking diagonal)
  • The player can now walk or run (shift key by default)
  • There were some issues with libraries in the Linux version regarding different versions of Ubuntu that should be fixed now

Further Points for Improvement

  • Many users asked for a possibility to block enemy attacks
  • A point of criticism was that there is not enough visual feedback when hitting an enemy (only audio)
  • A further suggestion was to provide the player a kind of tutorial, as some players didn't realize that they could cast fireballs using the right mouse button.

I am currently pondering how I should implement these three points. The visual feedback could be improved by spawning blood or dust particles when the player hits an enemy. Another option would be to let the enemies draw back when hit. However, this would move them out of combat range and interrupt their attacks, which makes it too easy for the player to beat them. The same consideration has to be made for blocking attacks. How to implement it so that it doesn't make the game too easy (and how would one block a biting rat with a sword -- i.e. how should it look like)?

Get the New Version

You can download the new version beta0003 on either of those websites. I would be happy If you play it and I would appreciate feedback:

Gameplay Trailer

Screenshots

The Map

map-pickup.thumb.png.99637f87ef428da9f56b8f70d826c9cb.pngmap-overlay.thumb.png.e2c07889dd5911d84d18b0d1b155f6b4.png

The Options Screen

options.thumb.png.4b2e5a88a62886346b3924ead677ac24.png

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