Temple of the Abyssal Winds Beta Feedback Thread

Published September 29, 2014
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This thread is for myself and beta testers of Temple of the Abyssal Winds (http://prankster.com/totaw) to give and respond to feedback that comes up during the beta.
1 likes 9 comments

Comments

Krohm

This stuff looks oldsk00l! 100% approved!

September 29, 2014 05:22 PM
gdunbar

If you're interested in beta-testing (and you have an iPad), drop me an email at totaw@prankster.com.

Thanks,

Geoff

September 30, 2014 11:43 AM
gdunbar

Feedback from mail part one:

Game idea is great.
The graphics look good BUT you have a fixed camera. All too often I found that I was squinting to see what is on the screen. Any chance of zooming in?
Minimap?
The next stage was to go to the blacksmiths - i wandered all over, found the potion shop but no blacksmith.....

Regarding the graphics, that's good feedback, but I can't do anything (easily) about it... the game is designed that way, and the graphics would like like crap zoomed in. Once you get a party and get into combat, the zoom level should seem a bit more reasonable. Maybe?
Minimap is the bottom left. Long-press to pull it all the way up.
Blacksmith is 2 buildings south of the potion shop. Good feedback... to me, it's so obvious where it is! I'll put in some signs or some hinting or something.
November 07, 2014 01:50 PM
gdunbar

More feedback from mail:

Holding down the left mouse button to have your toon constantly follow, instead of stopping where you last clicked? In the inventory screen, hovering over the item could maybe show the attributes needed to equip? For instance, if a 15 strength is needed, showing the attribute in green if you have enough, or red if more is needed. Also show the damage that weapon does. And also maybe a little more variety. For instance, the bow, knife, and staff did 1-30, 1-30, & 1-20 damage respectively. Maybe 1-8 for a weak staff, 3-15 for a little better, etc?? Do you have plans to have attributes or skills on items? Magic, rare, unique, items etc??

1) Holding mouse to move constantly - Could be a good idea. I might see how this works if I have a minute to try it out.

2) The item hover info feedback is great. I will do that soon.
3) You will see more variety in the items as you get further in the game, and find magic items with various properties. I agree with your feedback that there could be a little more to distinguish between the types of weapons, but I don't plan to do anything about that for this game. Maybe the sequel.
November 07, 2014 01:51 PM
gex144

Played around with it for a bit, and here's my thoughts:

Suggestions:

At the beginning when you're setting your starting stats, there should be an option to remove a point that can be used elsewhere, rather than resetting everything and starting over. For example, I use 4 points to gain another strength point, but I later change my mind, and would rather get those 4 points back and remove the strength point in order to use those 4 points on some other ability, such as personality. So far, the only way to do this is to reset everything and start over. Placing some plus and minus symbols next to the numbers would be a good start for this.

Are the circles around the objects in the starting building necessary? I only ask because the circles are around some interactable objects, but not around others.

Is there a way to get your party members to automatically follow the player controlled character, rather than having to continually take control of and move each one manually? I might have missed the instructions that mentioned how to do this, but if there is a way, then I wonder why it isn't done by default.

Issues:

During the first dialogue option with Kevnan, in the 4th paragraph, is the word really supposed to be "Goodspeed", or should it be "GodSpeed"?

When trying to move away from an enemy that is adjacent to your character, sometimes your character will get stuck, and will be unable to move until the enemy is killed.

November 09, 2014 10:56 PM
gdunbar
Thanks gex, great feedback! Let me reply:

Played around with it for a bit, and here's my thoughts:

Suggestions:
At the beginning when you're setting your starting stats, there should be an option to remove a point that can be used elsewhere, rather than resetting everything and starting over. For example, I use 4 points to gain another strength point, but I later change my mind, and would rather get those 4 points back and remove the strength point in order to use those 4 points on some other ability, such as personality. So far, the only way to do this is to reset everything and start over. Placing some plus and minus symbols next to the numbers would be a good start for this.


Grumble. I've known I have to do this for awhile, but I've been lazy until someone actually complained. I guess now I have to do it.

Are the circles around the objects in the starting building necessary? I only ask because the circles are around some interactable objects, but not around others.


I put circles around objects you can talk to, and around containers that actually have stuff in them (leaving circles off of empty containers). They are a little intrusive, but I think necessary. I've watched people play, and they have missed important things without the circles.

Is there a way to get your party members to automatically follow the player controlled character, rather than having to continually take control of and move each one manually? I might have missed the instructions that mentioned how to do this, but if there is a way, then I wonder why it isn't done by default.


There is a "select all party" button, and it is described in the help. I'm not sure what I could do to make it more obvious, but if you have any suggestions, I'd be happy. I guess when you recruit your first party member, I could automatically go to all selected. I'll try that.

Issues:
During the first dialogue option with Kevnan, in the 4th paragraph, is the word really supposed to be "Goodspeed", or should it be "GodSpeed"?


I picked "Goodspeed" since they are in a non-monotheistic world. Maybe annoying on my part?

When trying to move away from an enemy that is adjacent to your character, sometimes your character will get stuck, and will be unable to move until the enemy is killed.


That is deliberate. (Actually, you should be able to move as soon as the enemy's current attack finishes). It prevents some cheesy tactics like having one guy constantly run away while the rest of your party peppers the enemy with arrows. Also, prevents quickly running past the front line fighters to attack the rear-line spellcasters.

Thanks again, and keep it coming!
Geoff
November 10, 2014 04:23 PM
gdunbar

More feedback from email:

The pathfinding is quite bad (as in noticeable detracts from the game);

Grumble... I've worked quite a bit on the pathfinding. OK, not your problem, my problem. Do you have a specific case that you could point out that I could focus on?

· Perhaps, a camera zoom option? (not a big deal);

This is deliberate... graphics would look like crap zoomed in. (Or be more expensive to generate).

· Perhaps, a camera rotate option? (not a big deal);

You can flip the camera (hold down Alt). I could pretty easily do 360 degree rotation but I'm worried it would be more confusing than helpful.

· It is just beta, but, the building doors look ridiculous;

OK... this has been a bit of a struggle because realistic doors tend to be too small for characters to go through easily. I'll see if I can come up with something.

· Use “Y” key for “yes”?

· Use “N” key for “no”?

· Truly, NO need for the “1. done” menu! This is a pointless delay that is frustrating!;

Good... I will do these.

· Is there a manual save option? Of course there has to be one;

The game always saves. You want to save a checkpoint or something, so you can go back in case things go poorly?

· Did my leaving a shop just trigger an 8 hour journey to make it outside?

Hah, good catch! Will fix.

· Loot is not obvious/visible/interesting in appearance;

OK, I'll think about this.

· Allow conversations with any friendly or neutral person, it is main storyline people with a few comments, or, else, mute people;

I've tried to follow the rule that named characters will have something to say, and non-named characters ("Citizen") don't say anything interesting. Good idea to just not even allow talking... I'll see if I can do that.

· Allow for combat options such as aiming for specific body parts or waiting to attack whoever moves close or waiting or….just shamelessly borrow ideas from Proudfoot, AD&D, Knights of the Chalice, Spiderweb – it is OK, players always prefer good ideas

How far have you gotten? My general feeling is once you have a full party, with spells, summons, etc, etc, there is plenty to think about with combat already. I'd be interested to hear if you think different, say after you've gotten to level 2.
cleardot.gif

This is not much, and, I just began the game, but it is promising and it does look like fun!

November 10, 2014 04:42 PM
gdunbar

More email feedback:

When the attack at Tomm's Crossing begins, when you have to go across the bridge to the north of the village, the 2 goblin enemies there can't be attacked for a moment. Instead, when you click on them, your character breaks from the party to talk to them as if they aren't enemies. Once they start attacking, or after you get the dialogue box and just clock "Done" (there is no dialogue), then the party can attack them as normal.
The same thing happens with the 1st Bandit encountered at the Bandit camp, just after the Forest crossing which comes right after Tomm's Crossing.

Thanks, I'll check out the goblin thing. That is weird. Are you playing 0.6? (Version is listed on the startup screen, and on the About dialog).

Is there no way to trade items with party members? If there is, it should be included in the Help section.

Trade with party members... drag and drop on the Inventory screen. I'll check the help screen and be sure it is mentioned. One thing I could do... if you are too far you can't give items, but I could give a message if you try, instead of just not allowing.

November 24, 2014 07:09 PM
gdunbar

More from email:

The same thing happens at Lumimiele Tower at the spot across the bridge in front of the tower, except the conversation is expected.

The workaround is to talk closer to the enemy until he notices you and turns hostile (red circle), then attack. My fix is that if you are trying to talk to someone, and he turns into an enemy, your guy stops trying to talk to him.

But, at the Tower, the enemy across the bridge (just in front of the tower itself) respawns every time I rest at the abandoned shack. This could be a problem, mainly because that gives players reason to kill, rest, repeat, leveling up character faster than normal, unless grinding in this manner is ok.

Grinding in the manner you suggest doesn't work... you only get XP when you finish a quest (Leniriel's Tower Lower Levels in this case), so no multiple credit for beating the same guy over and over.

November 27, 2014 01:51 PM
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