Nice! I've been waiting for this
Tested on Windows 10, x64
First impression
Dark, creepy, love it! Especially the music. You wrote you used certain samples, so I guess you've created it yourself? It fits pretty well, menu and ambience. The only thing I'd change is to make it loop smoothly.
Thanks!! You mean the music transitions?
Fullscreen The game's options say "fullscreen" but it isn't. It actually creates a borderless window with the given resolution. SFML supports fullscreen and if you want to stay with a borderless window, you can read out the resolution of the users screen and use that if fullscreen is checked
This is unfortunately a workaround: The fullscreen on linux is broken for me, so I switched to that solution. I also faced issues when running through wine, so it seems like I totally forgot about that!
Window Resizing ... doesn't work as expected. The canvas is fixed. If you want it like that, don't give the user the option to resize the window. [/li][/list]
Can you make a screenshot?
Close Button If you are inside a dungeon and press the close button, the game switches into the menu (pause). I'd expect it to close.
Good point ... fast exit should be possible.
I'm dead, help me! As I'm a noob in roguelikes, I died very very soon. Is there anything I can do to revive my char? If there is, make it clearer. Otherwise, show an option on the screen to return to the main menu.
Reviving characters is implemented but not used by the alpha demo. But there'll be spells to revive your friends - or even a limited number of free revives. Anyway, you can just pause the game and quit to the menu.
Saves There is an option "autosave" in the settings. Is there also an option to save manually?
Yes: quit the game. This option prevents savegame loss in case of a crash.
Collision Some corners (and barrels?) behave like a ramp, but they're drawn like a square. If you are able to have ramp collision, why not draw it as one?
What do you mean by the term "ramp" exactly? That avoid-wall-collision-by-automatically-changing-the-movement-direction?
Also, this strange behaviour:
It shakes when I try to walk against a corner. It doesn't when I walk against straight walls.
That's pretty cool
Even cooler: I cannot reproduce this with wall tiles but with objects (barrels etc.). But I've got an idea about the root of that evil
EDIT: Meanwhile, I'm able to reproduce it Mana I played as a rogue. What is the mana for? (Give us a special attack )
Technically, each character can use spells (later^^). Atm there is only one way to consume mana: be a wizard. Later, all characters will have possibilities to use their mana
Shooting arrows doesn't need any mana and I can just spam them by staying on space. There is no penalty for this behaviour. Maybe change it to attack only when space is just pressed and not repeat if it's always pressed.
Well, the bow-animation should be played and the arrow should spawn delayed. Is this not happening? I'm not sure what you're describing
Chests How can I open a chest? Interact doesn't work. Isn't it implemented yet?
The chests are currently only decoration. In fact, looting is already implemented but (as you might already guessed^^) not used by the demo
There are lots of things semi-done
Levelup I know we programmers start counting at 0. But levels usually start at 1
Oh, did I forgot the increment? Thanks
- Interface It isn't directly clear what the several bars are in the interface. Maybe use xp text for xp? Mana and health are pretty clear on the other side - if you're used to gaming. Also, showing the difficulty in the top right corner seems a bit weird (is this the debug mode.. or is this the real life) - it's no information a user needs to see constantly.
Right! I delayed the interface explanation to the later tutorial (huhuuu... delaying importing things xD).
Yeah, the difficulty could be moved to the pause screen or else.
Shifting Objects Nice to have. But what for?
For confusion the demo testers
I scheduled minor puzzles using this mechanism ... but as always: not fully implemented yet
I didn't experience any crashes so far
Yay, that's cool
but I got stuck in the first dungeon. I'm lost. It's dark and creepy. I don't find any more enemies
Well, sometimes the game makes me feel lost, too
and I don't know how to return to the lobby
Pause game and select "quit" -- should work ^^ ... should
Where is that RACOD, he needs to die!
Explore the dungeon
Final question: Are the levels handmade or randomly generated? I know that a lot of roguelikes have randomly generated dungeons, which saves the developer time but also introduces limitations, of course.
The dungeons' layout is randomly generated. All rooms are handcrafted and randomly distributed. So I've got something from both "worlds"
Cheers
Cheers! And thanks a lot for testing. I hope you stay in touch (also on reporting things^^)