Tried out your demo, and thought I could give you some feedback
Nice music and logo at start! Looks nice!
At the first room I would suggest to use different kinds of beds and align them in different patterns
to make a little bit of an Immersive feel to it. It just feels a bit off to me, like the beds are just placed
there for no particular reason, it also gets a bit repetetive. Same goes for the Mess Hall, try to work the
placement of the chairs and the counters into different patterns instead of just lining everything up in a
straight line. Maybe add some depths to the whole room, By aligning the counters in some sort of height difference
kind of way. It would make the room feel more vibrant, and maybe add some stairs to it as well?
I would also suggest to use different shelfs, since all of them look somewhat the same. Work on the placement
for them as well as they are all lined up in a straight line making the room feel very clustered, and stale.
The size of the room has a big impact of the sort of 'stale' feeling I get from it as well. Try see if you can
resize it a bit and remodel the walls of the room into a state that is less square.
I like the outside part! The music really adds to a sort of creepy atmosphere, and you get the urge to
keep pressing forward to find out what's going on! I can't help but to find the layout of some of your houses
a bit strange though, especially the Inn where there is a green roof behind the main building? The entrance
to the Kiria mines looks a bit off aswell, instead of adding another block shaped tile on the roof, you
could try shift clicking the second floor on there to add a more 'depth' feeling to it, or maybe make the upper
wall 2 frames tall instead (or 2 frames wide). It looks a bit off in It's current state though.
I like that you award the player for exploring! Just found some gold and my stats got a boost for investigating
the logs on the ground! I love that kind of rewards, so keep them coming!
The man that is appearing out of nowhere was a cool touch too,
it adds up to the sort of 'strange' and 'creepy' atmosphere, and it was somewhat of a;
'what the heck?' moment for me there.
On the sort of 'boarded up house', I would remove the cut-off window on the second floor. It looks a bit off
when aligned like that with the rest of the roof. I like how you have implemented the cut-off windows for the
rest of the houses, but on that particular one it doesn't fit well at all. I would also suggest to add some
patterns for the trees and the treelines of the map, since they add up to the sort of 'stale' feeling. Make it
a bit more immersive instead of lining the trees up in straight lines, Try shape them into random patterns to
make it feel more 'lively'. I would also suggest to add some more breathing space for the trees. Other than that
I think the map looks good, but some areas could use a bit more clutter since they are pretty much empty, you
could also try add some details for the road (like dirt, stones or waterpools etc).
Inside Kirk's house, I think you have done a great job with the shape of the rooms! It feels a bit empty though,
and some more details would be nice (Especially in the big room where there is nothing but 2 small tables with
flowers on them). Try add more detail in there to make it look less empty, or scale the room down a lot in size.
The pink 'chairs' along with the wooden chairs near the clock can be walked over, is this intentional?
I also found it a bit weird with the food being placed on the ground? Maybe they enjoy eating on the floor though,
but I found it kinda strange that there is no tables in there
Second floor, again very empty rooms. Either fill up the huge space with the wall tiles, to make the room smaller
or add more details to it. It just feels deserted and kinda stale, and not like It's a house where people
live
I like the curtain part! It wasn't that obvious, and once again you are rewarded for exploring and investigating!
The room with the chests looks a lot better! But I would once again suggest to avoid puting everything in a
straight line. If you put the items in a bit more random (and in different shapes) it will feel much more
vibrant and immersive, and the room won't feel as stiff. If you look around your own house you might notice
that everything in there is not aligned in a perfect straight line, try to think about that when you place
your resources on the map. Play around with it and try find where different items fits together well, and
randomize the placement a bit more.
Woho!, I found a blue Teddy Bear!
Also found someting called 'smelling salts?' or something in a pot but I can't find it in my Inventory.
You might have forgot to put the items in that pot.
It seems I can't dash inside the house as well, is this intentional? (I'm pretty sure it is).
Wrong transfer setting when using the stairs back to the first floor, my character end up facing the left side
after the transfer.
Met the guy in the basement, and I like where It's heading so far. I think you have grasped the sort of
'mystical and creepy' feel to everything, and I also can't help but to get a urge to go look into the 'unknown'
events that seems to occur in the town. I'm not sure what you wanted with the atmosphere but that's what I get
from it all, and if it was your intention to make me feel like that, you have done a great job so far
Also enjoyed the 'I feel like a character from a Video game!'-part, haha It's always nice with some funny moments
even when the event in question is supposed to be a bit serious! After the event with the man, I found out that
my class for the main character changed? Is this something that will occur during the storyline, and your class
will change depending on what you learn? It seems a bit interesting!
The vein on the wall is climbable here, and I can walk along the wall but it wont lead to anything particular..
Is this intentional? I used the orb, and reached my hand into the crack.. but nothing particular seemed to happen?
Maybe you could add some sort of indication that something (or nothing) happened when interacting with them.
Managed to open the chest with money in it, you might want to put this chest as 'direction fix' as it changes
graphics a lot when interacting with it. Left the basement...
...And entered the cemetery! This map looks really nice, but I would once again suggest you to avoid
lining everything up like that hehe. Put the graves a bit random, and make them look a bit different from
one another. I think It's really cool that you can read on every single grave!
I got into the fight with the ghost, and I find it a bit weird that I don't have a single skill for my main
character so far? I guess it resembles that he's not familiar with magic and skills though, but I though he would
have gotten a spell from the event earlier on. I also have 2 of the same skills with Kirk 'Meditate Souls' and
'Meditate Mind' that both will replenish some mp, but the 'Meditate Mind' One is free of cost and can't be used.
The ghost fight was well balanced, and I like that he got more difficult at the end of the battle! It was
a really fun fight overall! Just realized that Josepth got a skill at level 2 as well, so don't mind what I said
before.
Finally got to East Kiria hehe, that was one big mine!
In the watchtower I can walk ontop of the guy in the boxershorts (I can't interact with him either).
Couldn't find anything to do in the watchtower so left without Kirk :/
Can't leave the town without him though.
Think I'll stop here for now, and pick it up again later! So far I'm enjoying the game, and I will add some final words once I have finished the demo.
Will come back to edit the post, once I continue.