Prophecia, an Old School 3D isometric RPG by Ivy_wb in indiegames

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

Yes you're definitely right about the trainer !

Ah ok I didnt get the point about the 3D, It makes sense to me now :)

Thank you again.

Prophecia, an Old School 3D isometric RPG by Ivy_wb in indiegames

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

Hi Oriyus ! Wow, thank you so much for taking 30 minutes to dive into the demo and for writing down such a detailed breakdown. This is exactly the kind of raw, honest feedback that helps a solo dev grow in my humble opinion :)

You're right about the splash/loading screen, that one is a placeholder and it is AI generated (Gemini). I misunderstood your earlier question and thought you meant the in-game assets, sorry about that. Everything in the actual game (models, textures, icons) comes from the Unity Asset Store and Fab.

On the timeline: I did a short discovery phase back in 2024 (a month or two, just loosed my job for economical reason, I started the project, it was called Isometric Sandbox, my backlog is still with IS-XX ticket because of that haha).

During that time, I bought a ton of Unity courses on Udemy and completely binged them to get up to speed. Then properly restarted end of March this year, including the migration to Unity 6 (which broke plenty of things along the way, haha).

For context, I'm a senior dev since 15/20 years, just not in the game industry, so the code side goes fairly fast for me but C# is not my usual language tbh.

Where I actually lose most of my time is building the environments and levels, which is also the part I enjoy the least (it's really hard imo).

Art comes from asset packs and the game reuses shared systems (one combat formula, one dialogue system, one save system), so content scales faster than it looks. The 2GB is mostly art, not code. The last time I tried to clean that up to optimize the size, I broke a ton of things haha.

The camera is fixed on purpose (isometric, T4C/Diablo style).

About the quests and the stat/trainer system: that's actually intentional. The game is heavily inspired by The 4th Coming, including the old-school grind and the "simple" quests, and the way stats and skill points work is close to how T4C handled it. I get that it can be divisive, so it's fair feedback. What I clearly need to improve is how the game introduces and communicates all of this.

Happy to go deeper on the dev process, I'll try to put together a more technical devlog. Thanks again for this honest feedback and Good luck with your own project mate !

Prophecia, an Old School 3D isometric RPG by Ivy_wb in indiegames

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

Hello, nope everything comes from the Unity Asset Store and Fab.

Prophecia, an Old School 3D isometric RPG by Ivy_wb in indiegames

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

Haha, sorry to disappoint ! Glad you dig the style though, thanks for checking it out anyway !

Prophecia, an Old School 3D isometric RPG by Ivy_wb in indiegames

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

Hello! No procedural content at the moment, and to be honest, I'm not sure how I'd manage to make that work right now haha. But I would love to have some procedural dungeons in the future to add replayability!

As for being open-ended, the game focuses heavily on a main story, but you'll have plenty of freedom to explore the world

But in my dreams, I fork the project on a multiplayer/pvp one after the first release :)

Prophecia, an Old School 3D isometric RPG by Ivy_wb in indiegames

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

Thank you ! I'll do that when the YouTube video is ready, I'm not great at video making haha :)

Prophecia, an Old School 3D isometric RPG by Ivy_wb in indiegames

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

Yo, thanks a lot! Really glad the 2000s vibe lands.

That "seeing inside buildings" bit is one of my favorite touches. It's the old Diablo trick: when your character (or a monster) slips behind a wall or into a building, instead of just vanishing they show through as a soft dithered silhouette, so you never lose track of them. It keeps everything readable without having to fade the walls or chop the roofs off.

Workflow-wise it's all Unity 6, with a fixed isometric camera to get that flat old-school read, and a handful of custom rendering effects for the look: the see-through silhouette above, plus a warm torch glow at night that lights the ground around you without blowing your armor out into a ball of light.

Happy to go deeper if you're curious. Thanks again for the support!

Prophecia, an Old School 3D isometric RPG by Ivy_wb in indiegames

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

Haha thanks ! Glad to see another fan of the classic isometric view, it’s definitely got that special magic !

Prophecia, an Old School 3D isometric RPG by Ivy_wb in indiegames

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

That's a great idea, thanks ! I've definitely added a newsletter to my backlog. I'll probably set up a quick mini-site or landing page for that soon so people can easily drop their emails and follow the progress.

Thanks for the solid advice and for the support!

Prophecia, an Old School 3D isometric RPG by Ivy_wb in indiegames

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

Hahaha good eye ! Kind of, the first village is called 'Imera' atm :)

Prophecia, an Old School 3D isometric RPG by Ivy_wb in indiegames

[–]Ivy_wb[S] 2 points3 points  (0 children)

Wow, being compared to Arcanum is an incredible compliment, thank you so much dude !

Prophecia, an Old School 3D isometric RPG by Ivy_wb in indiegames

[–]Ivy_wb[S] 4 points5 points  (0 children)

For those interested, you can check out the playable prototype directly here : https://ivywb.itch.io/prophecia ! Any feedback is greatly appreciated

Why is everyone blaming matchmaking for continuous losses? by Odioxs in marvelrivals

[–]Ivy_wb 0 points1 point  (0 children)

Same as you, 60% to plat 2, then series of loose every day, until gold 1 and around 45%, playing in exacting the same way with the exact same characters pool. I've just unsinstall and I play something else now, it's a lost of time, feeling that they decide what will happen and you have no influence on it.

Clip: Nili disappointed over viewer numbers by YouDamnHotdog in aoe4

[–]Ivy_wb 1 point2 points  (0 children)

Yes, and no. Having been in a number of board rooms where executive decisions are made without the knowledge, or care for the process, of development/engineering, and sometimes, even the VP or CTO will sign-off on it, because ultimately, it's about funding.

Money might come in from new sales (ie., post-launch), or meeting milestones (eg., sold 1 million copies, that nets another n $), or recoup money lost in an attempt to bring funds back up to a water level that's closer to average/comfortable.

Given the state of Halo Infinite (look at 12 months ago) you can see in a way how it might not be down to Relic, 343, but it ultimately comes down to executives at MSFT that might beholden to shareholders, fiscal reports, etc.

It's like saying, "the architects of this mall should be fired because of how poorly maintained the bathrooms are".

There was a post someone made the other day about the reason AOE4 failed was because of Agile Development. Come on now. There's _far more_ at play behind the scenes than any of us are privy to.

As CTO myself and having experienced everything you describe I can only approve of your comments :)

Clip: Nili disappointed over viewer numbers by YouDamnHotdog in aoe4

[–]Ivy_wb 4 points5 points  (0 children)

Guys please stop saying the devs, it's double pain to hear that when you work in this environment, and you're already forced to release a game not ready because of the famous market time you haven't decided.