* I'm sure this is in progress, but some main menu visual cleanup would really help it 'feel' nicer to start playing. Just rounding out button edges, making the background fullscreen, etc.
* Music is properly thematic though and cool!
* I like the style of the character and the world.
* The HUD is a bit overwhelming. It's okay for me since I'm an MMO player, but you could hide some elements like chat until they're needed.
* I felt a bit soft-locked at first, but figured it out. It said 'press next', but my cursor disappeared. I had to hit the windows key and find my mouse to finally click on it.
* The spells should have a description when you mouseover.
* I'd recommend adding a slight bit of lag when turning using A/D. It feels stiff.
* Tutorial says, "Hit the dummy", but I don't see a dummy.
* The 'Use Portal' and 'Portal Is Ready' area is so hard to read. Definitely improve the key things the player experiences quickly.
* The dungeons seem cool, but I don't now anything about them or what I'm doing. You need a 'Call To Action' - it can't be, "Get to dungeoning!" - it's 'Why am I going to dungeons? What's the loop of the game?'. Right now, that isn't clear.
* I entered into a lava-esque dungeon, nothing really happened, and I wasn't sure what I was supposed to do.
Really glad to read this — this is exactly the kind of detail that's hard to get without a fresh pair of eyes on the game. Thank you for going through the whole flow and writing it down point by point.
A few things you flagged are already on my list or in progress (spell tooltips, some of the HUD clutter), but the menu polish, the stiffness on turning, and especially the "why am I doing this dungeon" question are really useful — that last one in particular is something I need to solve at the design level, not just patch visually, so it's a great nudge in the right direction.
Quick clarification: the lava-looking area you entered is actually the PvP zone, not a dungeon — it has a kill/death counter and everything. Right now it needs other players to really come alive, so at this stage it's mostly used internally by the team to test and improve PvP balance and some of the online features. That's likely why nothing seemed to happen in there.
The tutorial right now is intentionally very basic — down the line I want to work on it and turn it into something unique, part of the story itself, not just a sequence of instructions. Also sorry about the cursor disappearing on you mid-tutorial — that's a real bug and I'm looking into it.
Really appreciate you taking the time. This kind of feedback is what actually moves the game forward.
In the Spellbook, I have spells, but I don't know what they do. (Damage, Duration, Element…)
I don’t understand how mana regenerates. Is it when you kill enemies?
You have to use a spell to attack—there’s no basic attack.
There should be another way besides the Esc key to exit combat mode. It’s not practical. For example:
Left-click: enter combat mode.
Right-click: exit combat mode.
Interface / UX
When you place a spell in the action bar, it gets hidden behind the bottom bar.
The “Buy” button should be larger.
The game’s animations are very well done (spells, portals, attack animations, character animations, etc.). The graphics are simple but effective.
There is a font issue in some places.
On the “Server Lost” and “Connect” screens, the game interface is still visible in the background.
Display the required level directly on the portals.
Character progress is saved between sessions, which is a plus.
Quests
Maren has an exclamation mark (!) above her head, but after accepting her quest at the beginning, she didn't offer me any more quests when I went through the portal and continued her quest. After dying, I was able to resume the quest.
I had accepted several quests. When I quit and restarted the game, I had to start them over.
Combat
The monsters’ health bars are inverted (as are their names).
There’s no visual feedback when the player takes damage. For example:
a damage animation on the character;
or damage numbers displayed like they are for enemies (oh, sorry, I just noticed there is one, but the display is the same as for enemies—I hadn’t noticed).
The area-of-effect spell dealt damage to me even though I wasn’t inside it (Explanation: I dodged a second before it hit me by stepping out of the circle, but I still took damage—the damage indicator showed it).
Collision / World
I can pass through certain parts of the environment.
I jumped into the void to test it: the character fell endlessly, and I had to quit and restart the game.
Once you pass through a portal, it’s impossible to return to the main island.
Thank you so much for this feedback. Honestly, this is gold for me.
I really appreciate the time you took to test the game properly and write everything down in such detail. Feedback like this helps me understand what is making the gameplay feel confusing, uncomfortable, or negative for the player.
I’ll do my best to fix and improve all these issues step by step: the UI, quests, combat feedback, spell descriptions, collision problems, portals, and everything else you mentioned.
Your feedback will really help me improve the game and make the next versions much better.
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Comments
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Feedback:
* I'm sure this is in progress, but some main menu visual cleanup would really help it 'feel' nicer to start playing. Just rounding out button edges, making the background fullscreen, etc.
* Music is properly thematic though and cool!
* I like the style of the character and the world.
* The HUD is a bit overwhelming. It's okay for me since I'm an MMO player, but you could hide some elements like chat until they're needed.
* I felt a bit soft-locked at first, but figured it out. It said 'press next', but my cursor disappeared. I had to hit the windows key and find my mouse to finally click on it.
* The spells should have a description when you mouseover.
* I'd recommend adding a slight bit of lag when turning using A/D. It feels stiff.
* Tutorial says, "Hit the dummy", but I don't see a dummy.
* The 'Use Portal' and 'Portal Is Ready' area is so hard to read. Definitely improve the key things the player experiences quickly.
* The dungeons seem cool, but I don't now anything about them or what I'm doing. You need a 'Call To Action' - it can't be, "Get to dungeoning!" - it's 'Why am I going to dungeons? What's the loop of the game?'. Right now, that isn't clear.
* I entered into a lava-esque dungeon, nothing really happened, and I wasn't sure what I was supposed to do.
Really glad to read this — this is exactly the kind of detail that's hard to get without a fresh pair of eyes on the game. Thank you for going through the whole flow and writing it down point by point.
A few things you flagged are already on my list or in progress (spell tooltips, some of the HUD clutter), but the menu polish, the stiffness on turning, and especially the "why am I doing this dungeon" question are really useful — that last one in particular is something I need to solve at the design level, not just patch visually, so it's a great nudge in the right direction.
Quick clarification: the lava-looking area you entered is actually the PvP zone, not a dungeon — it has a kill/death counter and everything. Right now it needs other players to really come alive, so at this stage it's mostly used internally by the team to test and improve PvP balance and some of the online features. That's likely why nothing seemed to happen in there.
The tutorial right now is intentionally very basic — down the line I want to work on it and turn it into something unique, part of the story itself, not just a sequence of instructions. Also sorry about the cursor disappearing on you mid-tutorial — that's a real bug and I'm looking into it.
Really appreciate you taking the time. This kind of feedback is what actually moves the game forward.
Test Feedback
I'm playing as a Warrior.
Can't I change my name?
In the Spellbook, I have spells, but I don't know what they do. (Damage, Duration, Element…)
I don’t understand how mana regenerates. Is it when you kill enemies?
You have to use a spell to attack—there’s no basic attack.
There should be another way besides the Esc key to exit combat mode. It’s not practical. For example:
Left-click: enter combat mode.
Right-click: exit combat mode.
Interface / UX
When you place a spell in the action bar, it gets hidden behind the bottom bar.
The “Buy” button should be larger.
The game’s animations are very well done (spells, portals, attack animations, character animations, etc.). The graphics are simple but effective.
There is a font issue in some places.
On the “Server Lost” and “Connect” screens, the game interface is still visible in the background.
Display the required level directly on the portals.
Character progress is saved between sessions, which is a plus.
Quests
Maren has an exclamation mark (!) above her head, but after accepting her quest at the beginning, she didn't offer me any more quests when I went through the portal and continued her quest. After dying, I was able to resume the quest.
I had accepted several quests. When I quit and restarted the game, I had to start them over.
Combat
The monsters’ health bars are inverted (as are their names).
There’s no visual feedback when the player takes damage. For example:
a damage animation on the character;
or damage numbers displayed like they are for enemies (oh, sorry, I just noticed there is one, but the display is the same as for enemies—I hadn’t noticed).
The area-of-effect spell dealt damage to me even though I wasn’t inside it (Explanation: I dodged a second before it hit me by stepping out of the circle, but I still took damage—the damage indicator showed it).
Collision / World
I can pass through certain parts of the environment.
I jumped into the void to test it: the character fell endlessly, and I had to quit and restart the game.
Once you pass through a portal, it’s impossible to return to the main island.
Thank you so much for this feedback. Honestly, this is gold for me.
I really appreciate the time you took to test the game properly and write everything down in such detail. Feedback like this helps me understand what is making the gameplay feel confusing, uncomfortable, or negative for the player.
I’ll do my best to fix and improve all these issues step by step: the UI, quests, combat feedback, spell descriptions, collision problems, portals, and everything else you mentioned.
Your feedback will really help me improve the game and make the next versions much better.
Thanks again, I sincerely appreciate it!