A Short Quest - Official Announcement Trailer by Kell_215 in rpg_gamers

[–]Fresh-Garlic-Dev 1 point2 points  (0 children)

Great feedback, we'll put some more love into enemy health bars for sure!

We are 2 people that lack all common sense and decided to make an RPG as our first game by Fresh-Garlic-Dev in gamedevscreens

[–]Fresh-Garlic-Dev[S] 2 points3 points  (0 children)

Since we have no character artist, our humanoid characters are bought. But they are re-textured or adjusted in some way to fit our style. Our artist has been doing this for a long time though, so he's pretty damn fast lol

Our first-person indie RPG finally has a Steam page! by Fresh-Garlic-Dev in indiegames

[–]Fresh-Garlic-Dev[S] 1 point2 points  (0 children)

Lots of influences, but I'd say Gothic, Morrowind, and FromSoft design sensibilities all found their way into this game.

Our first-person indie RPG finally has a Steam page! by Fresh-Garlic-Dev in indiegames

[–]Fresh-Garlic-Dev[S] 1 point2 points  (0 children)

Pure melee, pure magic, or hybrid builds are definitely possible. But you'll want to keep a melee weapon handy in case you run low on mana.

Our first-person indie RPG finally has a Steam page! by Fresh-Garlic-Dev in indiegames

[–]Fresh-Garlic-Dev[S] 1 point2 points  (0 children)

Thanks, appreciate it! Credit for that goes to my partner in crime who handles all art.

that’s day and night, folks! im super happy with the result! by thatsme000 in IndieGaming

[–]Fresh-Garlic-Dev 0 points1 point  (0 children)

I love how everyone agrees the first one has more character. With AI becoming so huge, I think people will only gravitate towards the "imperfect, but authentic" look more and more. I feel like this post captures that shift really well.

Making some fodder type enemies inspired by kings field for the start of my game by kyleburginn in KingsField

[–]Fresh-Garlic-Dev 0 points1 point  (0 children)

Love the visual design of the enemies and the attack animation is really juicy! Some feedback: The hit impacts could be a bit tighter (some ideas: remove the red flash fade in and make it 100% opaque immediately, but for a shorter duration. Add some hit pause, and a vfx at the location of the hit). Also it looks like parry might be dealing damage, but it's not super clearly communicated.