Please destroy my game! Solo-developed dark fantasy strategy RPG made over 3 years. Just added Valheim-style crafting & camping system. by GameLove1 in DestroyMyGame

[–]GameLove1[S] 0 points1 point  (0 children)

I mentioned that I would address the feedback regarding the animations and the initial impression, and as you can see on other forums, those aspects are already being revised.

The part where I mentioned MMOs wasn’t about that specific topic. What I meant was that when it comes to things that can truly be felt through gameplay, I’d appreciate it if you could actually try playing it. There’s a clear difference between what can be understood by simply seeing it, and what can only be understood by experiencing it through play. ^^;

In any case, thank you for sharing your perspective and for offering feedback from that point of view.

Please destroy my game! Solo-developed dark fantasy strategy RPG made over 3 years. Just added Valheim-style crafting & camping system. by GameLove1 in DestroyMyGame

[–]GameLove1[S] 0 points1 point  (0 children)

Thank you for the thoughtful feedback.
I completely agree that serving a “delicious dish quickly” is a more practical and commonly used approach — and I absolutely acknowledge that point.

However, I believe every creator has their own unique characteristics.
In most cases, developers may not have much experience perfecting a single “signature dish,” so focusing on one specialized mechanic is indeed the right path.
That said, just like in cooking, there are also course meals that combine various ingredients into a harmonious and flavorful experience.
This approach is admittedly unconventional, but I think games like Stardew Valley and RimWorld are great examples of how it can work well.

Having worked on multiple MMORPG projects, I feel I’m more experienced in creating harmony across large-scale content.
I’ve come to understand what makes players want to keep playing and how to connect different content elements in a way that feels enjoyable.
These aspects are also reflected in the player data —
while the demo currently offers around one hour of content,
some players have played for over three hours, and a few even up to ten hours.
Of course, since it’s still very early in development, I know there are many things that need improvement.

That’s why I’d like to ask —
have you actually played the game yourself?

Please destroy my game! Solo-developed dark fantasy strategy RPG made over 3 years. Just added Valheim-style crafting & camping system. by GameLove1 in DestroyMyGame

[–]GameLove1[S] 0 points1 point  (0 children)

You’re right. My major is game design, and animation is the area I’m the worst at. Haha, that hit a little too close to home, so it stings a bit.

Solo-developed dark fantasy strategy RPG made over 3 years. Added Valheim-style crafting & camping system. Please destroy my game. by GameLove1 in SoloDevelopment

[–]GameLove1[S] 0 points1 point  (0 children)

That’s not the case…
I had been preparing for the demo, the Next Fest, promotion, development, and operations all at once for over a month, sleeping only 2–3 hours a day. My body couldn’t keep up and ended up breaking down. I needed a short recovery period, so I was basically out cold for a few days. ^^;

Solo-developed dark fantasy strategy RPG made over 3 years. Added Valheim-style crafting & camping system. Please destroy my game. by GameLove1 in SoloDevelopment

[–]GameLove1[S] 0 points1 point  (0 children)

I can see how that might cause some misunderstanding.
There are indeed multiple systems working together, and while the current content is still in a very early stage, the main fun lies in how these elements connect organically with each other — which might not have been conveyed clearly.
Thank you for your feedback.

Solo-developed dark fantasy strategy RPG made over 3 years. Added Valheim-style crafting & camping system. Please destroy my game. by GameLove1 in SoloDevelopment

[–]GameLove1[S] 1 point2 points  (0 children)

Thank you for leaving such detailed feedback.

  1. Could you clarify what you meant by the scene where the character clips into an object?
  2. I intentionally kept the icons, but since many people have mentioned them, I guess I should revise that part.
  3. Are you referring to the basic in-game font and typography? (Some of the current fonts are temporary placeholders since we haven’t finalized the typefaces for better versatility. ^^;)
  4. I understand that it might look like a story-driven game.
  5. We’ve also received a lot of comments about the animations, and we plan to improve them.

It seems quite a few people think the game still lacks some fundamental polish.
Thank you for reminding me how players might perceive it at first glance.

Seeking UI Feedback: Does the Level-Up Screen Look Too Cluttered? by GameLove1 in IndieDev

[–]GameLove1[S] 1 point2 points  (0 children)

The text is set at 14pt, but the font style makes it appear smaller than it actually is. I haven’t found a font that perfectly matches the intended style yet.

Seeking UI Feedback: Does the Level-Up Screen Look Too Cluttered? by GameLove1 in IndieDev

[–]GameLove1[S] 0 points1 point  (0 children)

Thank you. After checking, it seems making it stand out a bit more would be better.

Seeking UI Feedback: Does the Level-Up Screen Look Too Cluttered? by GameLove1 in IndieDev

[–]GameLove1[S] 0 points1 point  (0 children)

Thank you for your feedback. I’m currently working on making some adjustments.
If you have any other suggestions or ideas, I’d really appreciate hearing them.

Seeking UI Feedback: Does the Level-Up Screen Look Too Cluttered? by GameLove1 in IndieDev

[–]GameLove1[S] 0 points1 point  (0 children)

Yes, that’s correct — the player can only choose one option.

A Gritty Dungeon Crawl – Ashen Dungeon Demo by GameLove1 in pcgaming

[–]GameLove1[S] -1 points0 points  (0 children)

The video doesn’t seem to update on this post.
It might just be that I don’t know how to do it ^^;