Hi, good morning! I had a couple spare minutes today to try out your demo.
I wasn't able to play any further than the first boss, because it kept destroying me ruthlessly. In my opinion, a first area boss should be a test of what the player has learned up to that point, but it should still be a relatively easy fight. Even if you're attempting to make a punishingly difficult game, it didn't feel like a fair fight.
Not to mention, there's no difficulty curve. You start off by slaying trash mobs that have no special attacks and 30 seconds later go to getting destroyed by the boss. Worst part is, I can't skip the boss intro, meaning I have to wait 2-3 minutes to watch the same cutscene after dying to try again. I'm pretty decent at action games, but I gave up after 4 tries and not coming anywhere close to beating it.
Take this with a grain of salt. I'm not necessarily saying make all these changes, but these are some things I would consider.
Some of my thoughts that may help improve the boss fight:
- Give the boss some anticipation animation (aka 'tells'): for example, before they start slinging fireballs or lightning, have the boss raise their arms and do a special animation so the player can anticipate the attack and have a chance to dodge.
- Remove the boss's ability to heal
- Reduce the boss total HP
- Reduce the player damage from the lightning bolts
- Make the lightning easier to avoid (I wasn't able to dodge any of these strikes, even while continuously moving)
- Slow down the speed of the fireballs
- After dying, have the player respawn (checkpoint system) so it will skip cutscene if they die and have to try again.
Here's some of my other general thoughts:
- The game takes too long to get you into the action, which means you may lose players in the opening 5-10 minutes.
- Some of the intro cutscenes dragged on a bit and could have been trimmed down.
- I would have preferred the option to sprint before picking up the sword.
- I didn't really have any emotional attachment to any of the characters and their motives were unclear.
- There were quite a few translation issues.
- Why do chests display what's inside them before you even open it? At that point, you might as well just have the item laying on the ground, the chest serves no purpose if you already know what's inside.
- Please remove the unnecessary 'padding' from messages. (the message windows that slowly take 10 seconds to display "...." are particularly egregious.)
I hope this has been helpful! I can tell this is still an early project, so don't feel discouraged about the feedback. I hope you found my first impressions useful. Best of luck on your project!